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 "nv20_3d.xml.h"
32 #include "nv10_driver.h"
33 #include "nv20_driver.h"
34 #include "util/bitscan.h"
35
36 #define LIGHT_MODEL_AMBIENT_R(side) \
37 ((side) ? NV20_3D_LIGHT_MODEL_BACK_AMBIENT_R : \
38 NV20_3D_LIGHT_MODEL_FRONT_AMBIENT_R)
39 #define LIGHT_AMBIENT_R(side, i) \
40 ((side) ? NV20_3D_LIGHT_BACK_AMBIENT_R(i) : \
41 NV20_3D_LIGHT_FRONT_AMBIENT_R(i))
42 #define LIGHT_DIFFUSE_R(side, i) \
43 ((side) ? NV20_3D_LIGHT_BACK_DIFFUSE_R(i) : \
44 NV20_3D_LIGHT_FRONT_DIFFUSE_R(i))
45 #define LIGHT_SPECULAR_R(side, i) \
46 ((side) ? NV20_3D_LIGHT_BACK_SPECULAR_R(i) : \
47 NV20_3D_LIGHT_FRONT_SPECULAR_R(i))
48 #define MATERIAL_FACTOR_R(side) \
49 ((side) ? NV20_3D_MATERIAL_FACTOR_BACK_R : \
50 NV20_3D_MATERIAL_FACTOR_FRONT_R)
51 #define MATERIAL_FACTOR_A(side) \
52 ((side) ? NV20_3D_MATERIAL_FACTOR_BACK_A : \
53 NV20_3D_MATERIAL_FACTOR_FRONT_A)
54 #define MATERIAL_SHININESS(side) \
55 ((side) ? NV20_3D_BACK_MATERIAL_SHININESS(0) : \
56 NV20_3D_FRONT_MATERIAL_SHININESS(0))
57
58 void
nv20_emit_clip_plane(struct gl_context * ctx,int emit)59 nv20_emit_clip_plane(struct gl_context *ctx, int emit)
60 {
61 }
62
63 static inline unsigned
get_material_bitmask(unsigned m)64 get_material_bitmask(unsigned m)
65 {
66 unsigned ret = 0;
67
68 if (m & MAT_BIT_FRONT_EMISSION)
69 ret |= NV20_3D_COLOR_MATERIAL_FRONT_EMISSION_COL1;
70 if (m & MAT_BIT_FRONT_AMBIENT)
71 ret |= NV20_3D_COLOR_MATERIAL_FRONT_AMBIENT_COL1;
72 if (m & MAT_BIT_FRONT_DIFFUSE)
73 ret |= NV20_3D_COLOR_MATERIAL_FRONT_DIFFUSE_COL1;
74 if (m & MAT_BIT_FRONT_SPECULAR)
75 ret |= NV20_3D_COLOR_MATERIAL_FRONT_SPECULAR_COL1;
76
77 if (m & MAT_BIT_BACK_EMISSION)
78 ret |= NV20_3D_COLOR_MATERIAL_BACK_EMISSION_COL1;
79 if (m & MAT_BIT_BACK_AMBIENT)
80 ret |= NV20_3D_COLOR_MATERIAL_BACK_AMBIENT_COL1;
81 if (m & MAT_BIT_BACK_DIFFUSE)
82 ret |= NV20_3D_COLOR_MATERIAL_BACK_DIFFUSE_COL1;
83 if (m & MAT_BIT_BACK_SPECULAR)
84 ret |= NV20_3D_COLOR_MATERIAL_BACK_SPECULAR_COL1;
85
86 return ret;
87 }
88
89 void
nv20_emit_color_material(struct gl_context * ctx,int emit)90 nv20_emit_color_material(struct gl_context *ctx, int emit)
91 {
92 struct nouveau_pushbuf *push = context_push(ctx);
93 unsigned mask = get_material_bitmask(ctx->Light._ColorMaterialBitmask);
94
95 BEGIN_NV04(push, NV20_3D(COLOR_MATERIAL), 1);
96 PUSH_DATA (push, ctx->Light.ColorMaterialEnabled ? mask : 0);
97 }
98
99 static unsigned
get_fog_mode_signed(unsigned mode)100 get_fog_mode_signed(unsigned mode)
101 {
102 switch (mode) {
103 case GL_LINEAR:
104 return NV20_3D_FOG_MODE_LINEAR_SIGNED;
105 case GL_EXP:
106 return NV20_3D_FOG_MODE_EXP_SIGNED;
107 case GL_EXP2:
108 return NV20_3D_FOG_MODE_EXP2_SIGNED;
109 default:
110 assert(0);
111 }
112 }
113
114 static unsigned
get_fog_mode_unsigned(unsigned mode)115 get_fog_mode_unsigned(unsigned mode)
116 {
117 switch (mode) {
118 case GL_LINEAR:
119 return NV20_3D_FOG_MODE_LINEAR_UNSIGNED;
120 case GL_EXP:
121 return NV20_3D_FOG_MODE_EXP_UNSIGNED;
122 case GL_EXP2:
123 return NV20_3D_FOG_MODE_EXP2_UNSIGNED;
124 default:
125 assert(0);
126 }
127 }
128
129 static unsigned
get_fog_source(unsigned source,unsigned distance_mode)130 get_fog_source(unsigned source, unsigned distance_mode)
131 {
132 switch (source) {
133 case GL_FOG_COORDINATE_EXT:
134 return NV20_3D_FOG_COORD_FOG;
135 case GL_FRAGMENT_DEPTH_EXT:
136 switch (distance_mode) {
137 case GL_EYE_PLANE_ABSOLUTE_NV:
138 return NV20_3D_FOG_COORD_DIST_ORTHOGONAL_ABS;
139 case GL_EYE_PLANE:
140 return NV20_3D_FOG_COORD_DIST_ORTHOGONAL;
141 case GL_EYE_RADIAL_NV:
142 return NV20_3D_FOG_COORD_DIST_RADIAL;
143 default:
144 assert(0);
145 }
146 default:
147 assert(0);
148 }
149 }
150
151 void
nv20_emit_fog(struct gl_context * ctx,int emit)152 nv20_emit_fog(struct gl_context *ctx, int emit)
153 {
154 struct nouveau_context *nctx = to_nouveau_context(ctx);
155 struct nouveau_pushbuf *push = context_push(ctx);
156 struct gl_fog_attrib *f = &ctx->Fog;
157 unsigned source = nctx->fallback == HWTNL ?
158 f->FogCoordinateSource : GL_FOG_COORDINATE_EXT;
159 float k[3];
160
161 nv10_get_fog_coeff(ctx, k);
162
163 BEGIN_NV04(push, NV20_3D(FOG_MODE), 4);
164 PUSH_DATA (push, ((source == GL_FRAGMENT_DEPTH_EXT &&
165 f->FogDistanceMode == GL_EYE_PLANE_ABSOLUTE_NV) ?
166 get_fog_mode_unsigned(f->Mode) :
167 get_fog_mode_signed(f->Mode)));
168 PUSH_DATA (push, get_fog_source(source, f->FogDistanceMode));
169 PUSH_DATAb(push, f->Enabled);
170 PUSH_DATA (push, pack_rgba_f(MESA_FORMAT_R8G8B8A8_UNORM, f->Color));
171
172 BEGIN_NV04(push, NV20_3D(FOG_COEFF(0)), 3);
173 PUSH_DATAp(push, k, 3);
174 }
175
176 void
nv20_emit_light_model(struct gl_context * ctx,int emit)177 nv20_emit_light_model(struct gl_context *ctx, int emit)
178 {
179 struct nouveau_pushbuf *push = context_push(ctx);
180 struct gl_lightmodel *m = &ctx->Light.Model;
181
182 BEGIN_NV04(push, NV20_3D(SEPARATE_SPECULAR_ENABLE), 1);
183 PUSH_DATAb(push, m->ColorControl == GL_SEPARATE_SPECULAR_COLOR);
184
185 BEGIN_NV04(push, NV20_3D(LIGHT_MODEL), 1);
186 PUSH_DATA (push, ((m->LocalViewer ?
187 NV20_3D_LIGHT_MODEL_VIEWER_LOCAL :
188 NV20_3D_LIGHT_MODEL_VIEWER_NONLOCAL) |
189 (_mesa_need_secondary_color(ctx) ?
190 NV20_3D_LIGHT_MODEL_SEPARATE_SPECULAR :
191 0)));
192
193 BEGIN_NV04(push, NV20_3D(LIGHT_MODEL_TWO_SIDE_ENABLE), 1);
194 PUSH_DATAb(push, ctx->Light.Model.TwoSide);
195 }
196
197 void
nv20_emit_light_source(struct gl_context * ctx,int emit)198 nv20_emit_light_source(struct gl_context *ctx, int emit)
199 {
200 const int i = emit - NOUVEAU_STATE_LIGHT_SOURCE0;
201 struct nouveau_pushbuf *push = context_push(ctx);
202 struct gl_light *l = &ctx->Light.Light[i];
203 struct gl_light_uniforms *lu = &ctx->Light.LightSource[i];
204
205 if (l->_Flags & LIGHT_POSITIONAL) {
206 BEGIN_NV04(push, NV20_3D(LIGHT_POSITION_X(i)), 3);
207 PUSH_DATAp(push, l->_Position, 3);
208
209 BEGIN_NV04(push, NV20_3D(LIGHT_ATTENUATION_CONSTANT(i)), 3);
210 PUSH_DATAf(push, lu->ConstantAttenuation);
211 PUSH_DATAf(push, lu->LinearAttenuation);
212 PUSH_DATAf(push, lu->QuadraticAttenuation);
213
214 } else {
215 BEGIN_NV04(push, NV20_3D(LIGHT_DIRECTION_X(i)), 3);
216 PUSH_DATAp(push, l->_VP_inf_norm, 3);
217
218 BEGIN_NV04(push, NV20_3D(LIGHT_HALF_VECTOR_X(i)), 3);
219 PUSH_DATAp(push, l->_h_inf_norm, 3);
220 }
221
222 if (l->_Flags & LIGHT_SPOT) {
223 float k[7];
224
225 nv10_get_spot_coeff(l, lu, k);
226
227 BEGIN_NV04(push, NV20_3D(LIGHT_SPOT_CUTOFF(i, 0)), 7);
228 PUSH_DATAp(push, k, 7);
229 }
230 }
231
232 #define USE_COLOR_MATERIAL(attr, side) \
233 (ctx->Light.ColorMaterialEnabled && \
234 ctx->Light._ColorMaterialBitmask & (1 << MAT_ATTRIB_##attr(side)))
235
236 void
nv20_emit_material_ambient(struct gl_context * ctx,int emit)237 nv20_emit_material_ambient(struct gl_context *ctx, int emit)
238 {
239 const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_AMBIENT;
240 struct nouveau_pushbuf *push = context_push(ctx);
241 float (*mat)[4] = ctx->Light.Material.Attrib;
242 float c_scene[3], c_factor[3];
243 GLbitfield mask;
244
245 if (USE_COLOR_MATERIAL(AMBIENT, side)) {
246 COPY_3V(c_scene, mat[MAT_ATTRIB_EMISSION(side)]);
247 COPY_3V(c_factor, ctx->Light.Model.Ambient);
248
249 } else if (USE_COLOR_MATERIAL(EMISSION, side)) {
250 SCALE_3V(c_scene, mat[MAT_ATTRIB_AMBIENT(side)],
251 ctx->Light.Model.Ambient);
252 ASSIGN_3V(c_factor, 1, 1, 1);
253
254 } else {
255 COPY_3V(c_scene, ctx->Light._BaseColor[side]);
256 ZERO_3V(c_factor);
257 }
258
259 BEGIN_NV04(push, SUBC_3D(LIGHT_MODEL_AMBIENT_R(side)), 3);
260 PUSH_DATAp(push, c_scene, 3);
261
262 if (ctx->Light.ColorMaterialEnabled) {
263 BEGIN_NV04(push, SUBC_3D(MATERIAL_FACTOR_R(side)), 3);
264 PUSH_DATAp(push, c_factor, 3);
265 }
266
267 mask = ctx->Light._EnabledLights;
268 while (mask) {
269 const int i = u_bit_scan(&mask);
270 struct gl_light *l = &ctx->Light.Light[i];
271 struct gl_light_uniforms *lu = &ctx->Light.LightSource[i];
272 float *c_light = (USE_COLOR_MATERIAL(AMBIENT, side) ?
273 lu->Ambient :
274 l->_MatAmbient[side]);
275
276 BEGIN_NV04(push, SUBC_3D(LIGHT_AMBIENT_R(side, i)), 3);
277 PUSH_DATAp(push, c_light, 3);
278 }
279 }
280
281 void
nv20_emit_material_diffuse(struct gl_context * ctx,int emit)282 nv20_emit_material_diffuse(struct gl_context *ctx, int emit)
283 {
284 const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_DIFFUSE;
285 struct nouveau_pushbuf *push = context_push(ctx);
286 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
287 GLbitfield mask;
288
289 BEGIN_NV04(push, SUBC_3D(MATERIAL_FACTOR_A(side)), 1);
290 PUSH_DATAf(push, mat[MAT_ATTRIB_DIFFUSE(side)][3]);
291
292 mask = ctx->Light._EnabledLights;
293 while (mask) {
294 const int i = u_bit_scan(&mask);
295 struct gl_light *l = &ctx->Light.Light[i];
296 struct gl_light_uniforms *lu = &ctx->Light.LightSource[i];
297 float *c_light = (USE_COLOR_MATERIAL(DIFFUSE, side) ?
298 lu->Diffuse :
299 l->_MatDiffuse[side]);
300
301 BEGIN_NV04(push, SUBC_3D(LIGHT_DIFFUSE_R(side, i)), 3);
302 PUSH_DATAp(push, c_light, 3);
303 }
304 }
305
306 void
nv20_emit_material_specular(struct gl_context * ctx,int emit)307 nv20_emit_material_specular(struct gl_context *ctx, int emit)
308 {
309 const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_SPECULAR;
310 struct nouveau_pushbuf *push = context_push(ctx);
311 GLbitfield mask;
312
313 mask = ctx->Light._EnabledLights;
314 while (mask) {
315 const int i = u_bit_scan(&mask);
316 struct gl_light *l = &ctx->Light.Light[i];
317 struct gl_light_uniforms *lu = &ctx->Light.LightSource[i];
318 float *c_light = (USE_COLOR_MATERIAL(SPECULAR, side) ?
319 lu->Specular :
320 l->_MatSpecular[side]);
321
322 BEGIN_NV04(push, SUBC_3D(LIGHT_SPECULAR_R(side, i)), 3);
323 PUSH_DATAp(push, c_light, 3);
324 }
325 }
326
327 void
nv20_emit_material_shininess(struct gl_context * ctx,int emit)328 nv20_emit_material_shininess(struct gl_context *ctx, int emit)
329 {
330 const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_SHININESS;
331 struct nouveau_pushbuf *push = context_push(ctx);
332 float (*mat)[4] = ctx->Light.Material.Attrib;
333 float k[6];
334
335 nv10_get_shininess_coeff(
336 CLAMP(mat[MAT_ATTRIB_SHININESS(side)][0], 0, 1024),
337 k);
338
339 BEGIN_NV04(push, SUBC_3D(MATERIAL_SHININESS(side)), 6);
340 PUSH_DATAp(push, k, 6);
341 }
342
343 void
nv20_emit_modelview(struct gl_context * ctx,int emit)344 nv20_emit_modelview(struct gl_context *ctx, int emit)
345 {
346 struct nouveau_context *nctx = to_nouveau_context(ctx);
347 struct nouveau_pushbuf *push = context_push(ctx);
348 GLmatrix *m = ctx->ModelviewMatrixStack.Top;
349
350 if (nctx->fallback != HWTNL)
351 return;
352
353 if (ctx->Light._NeedEyeCoords || ctx->Fog.Enabled ||
354 (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) {
355 BEGIN_NV04(push, NV20_3D(MODELVIEW_MATRIX(0, 0)), 16);
356 PUSH_DATAm(push, m->m);
357 }
358
359 if (ctx->Light.Enabled ||
360 (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) {
361 int i, j;
362
363 BEGIN_NV04(push, NV20_3D(INVERSE_MODELVIEW_MATRIX(0, 0)), 12);
364 for (i = 0; i < 3; i++)
365 for (j = 0; j < 4; j++)
366 PUSH_DATAf(push, m->inv[4*i + j]);
367 }
368 }
369
370 void
nv20_emit_projection(struct gl_context * ctx,int emit)371 nv20_emit_projection(struct gl_context *ctx, int emit)
372 {
373 struct nouveau_context *nctx = to_nouveau_context(ctx);
374 struct nouveau_pushbuf *push = context_push(ctx);
375 GLmatrix m;
376
377 _math_matrix_ctr(&m);
378 get_viewport_scale(ctx, m.m);
379
380 if (nctx->fallback == HWTNL)
381 _math_matrix_mul_matrix(&m, &m, &ctx->_ModelProjectMatrix);
382
383 BEGIN_NV04(push, NV20_3D(PROJECTION_MATRIX(0)), 16);
384 PUSH_DATAm(push, m.m);
385 }
386