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1 /*
2  * Copyright (C) 2009 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_util.h"
30 #include "nv_object.xml.h"
31 #include "nv04_3d.xml.h"
32 #include "nv04_driver.h"
33 #include "main/stencil.h"
34 
35 static unsigned
get_comparison_op(unsigned op)36 get_comparison_op(unsigned op)
37 {
38 	switch (op) {
39 	case GL_NEVER:
40 		return 0x1;
41 	case GL_LESS:
42 		return 0x2;
43 	case GL_EQUAL:
44 		return 0x3;
45 	case GL_LEQUAL:
46 		return 0x4;
47 	case GL_GREATER:
48 		return 0x5;
49 	case GL_NOTEQUAL:
50 		return 0x6;
51 	case GL_GEQUAL:
52 		return 0x7;
53 	case GL_ALWAYS:
54 		return 0x8;
55 	default:
56 		assert(0);
57 	}
58 }
59 
60 static unsigned
get_stencil_op(unsigned op)61 get_stencil_op(unsigned op)
62 {
63 	switch (op) {
64 	case GL_KEEP:
65 		return 0x1;
66 	case GL_ZERO:
67 		return 0x2;
68 	case GL_REPLACE:
69 		return 0x3;
70 	case GL_INCR:
71 		return 0x4;
72 	case GL_DECR:
73 		return 0x5;
74 	case GL_INVERT:
75 		return 0x6;
76 	case GL_INCR_WRAP:
77 		return 0x7;
78 	case GL_DECR_WRAP:
79 		return 0x8;
80 	default:
81 		assert(0);
82 	}
83 }
84 
85 static unsigned
get_blend_func(unsigned func)86 get_blend_func(unsigned func)
87 {
88 	switch (func) {
89 	case GL_ZERO:
90 		return 0x1;
91 	case GL_ONE:
92 		return 0x2;
93 	case GL_SRC_COLOR:
94 		return 0x3;
95 	case GL_ONE_MINUS_SRC_COLOR:
96 		return 0x4;
97 	case GL_SRC_ALPHA:
98 		return 0x5;
99 	case GL_ONE_MINUS_SRC_ALPHA:
100 		return 0x6;
101 	case GL_DST_ALPHA:
102 		return 0x7;
103 	case GL_ONE_MINUS_DST_ALPHA:
104 		return 0x8;
105 	case GL_DST_COLOR:
106 		return 0x9;
107 	case GL_ONE_MINUS_DST_COLOR:
108 		return 0xa;
109 	case GL_SRC_ALPHA_SATURATE:
110 		return 0xb;
111 	default:
112 		assert(0);
113 	}
114 }
115 
116 void
nv04_defer_control(struct gl_context * ctx,int emit)117 nv04_defer_control(struct gl_context *ctx, int emit)
118 {
119 	context_dirty(ctx, CONTROL);
120 }
121 
122 void
nv04_emit_control(struct gl_context * ctx,int emit)123 nv04_emit_control(struct gl_context *ctx, int emit)
124 {
125 	struct nv04_context *nv04 = to_nv04_context(ctx);
126 	struct gl_framebuffer *fb = ctx->DrawBuffer;
127 	int cull = ctx->Polygon.CullFaceMode;
128 	int front = ctx->Polygon.FrontFace;
129 
130 	nv04->ctrl[0] = NV04_TEXTURED_TRIANGLE_CONTROL_Z_FORMAT_FIXED |
131 			NV04_TEXTURED_TRIANGLE_CONTROL_ORIGIN_CORNER;
132 	nv04->ctrl[1] = 0;
133 	nv04->ctrl[2] = 0;
134 
135 	/* Dithering. */
136 	if (ctx->Color.DitherFlag)
137 		nv04->ctrl[0] |= NV04_TEXTURED_TRIANGLE_CONTROL_DITHER_ENABLE;
138 
139 	/* Cull mode. */
140 	if (!ctx->Polygon.CullFlag)
141 		nv04->ctrl[0] |= NV04_TEXTURED_TRIANGLE_CONTROL_CULL_MODE_NONE;
142 	else if (cull == GL_FRONT_AND_BACK)
143 		nv04->ctrl[0] |= NV04_TEXTURED_TRIANGLE_CONTROL_CULL_MODE_BOTH;
144 	else
145 		nv04->ctrl[0] |= (cull == GL_FRONT) ^ (front == GL_CCW) ?
146 				 NV04_TEXTURED_TRIANGLE_CONTROL_CULL_MODE_CW :
147 				 NV04_TEXTURED_TRIANGLE_CONTROL_CULL_MODE_CCW;
148 
149 	/* Depth test. */
150 	if (ctx->Depth.Test && fb->Visual.depthBits > 0)
151 		nv04->ctrl[0] |= NV04_TEXTURED_TRIANGLE_CONTROL_Z_ENABLE;
152 	if (ctx->Depth.Mask && fb->Visual.depthBits > 0)
153 		nv04->ctrl[0] |= NV04_TEXTURED_TRIANGLE_CONTROL_Z_WRITE;
154 
155 	nv04->ctrl[0] |= get_comparison_op(ctx->Depth.Func) << 16;
156 
157 	/* Alpha test. */
158 	if (ctx->Color.AlphaEnabled)
159 		nv04->ctrl[0] |= NV04_TEXTURED_TRIANGLE_CONTROL_ALPHA_ENABLE;
160 
161 	nv04->ctrl[0] |= get_comparison_op(ctx->Color.AlphaFunc) << 8 |
162 			 FLOAT_TO_UBYTE(ctx->Color.AlphaRef);
163 
164 	/* Color mask. */
165 	if (GET_COLORMASK_BIT(ctx->Color.ColorMask, 0, 0))
166 		nv04->ctrl[0] |= NV04_MULTITEX_TRIANGLE_CONTROL0_RED_WRITE;
167 	if (GET_COLORMASK_BIT(ctx->Color.ColorMask, 0, 1))
168 		nv04->ctrl[0] |= NV04_MULTITEX_TRIANGLE_CONTROL0_GREEN_WRITE;
169 	if (GET_COLORMASK_BIT(ctx->Color.ColorMask, 0, 2))
170 		nv04->ctrl[0] |= NV04_MULTITEX_TRIANGLE_CONTROL0_BLUE_WRITE;
171 	if (GET_COLORMASK_BIT(ctx->Color.ColorMask, 0, 3))
172 		nv04->ctrl[0] |= NV04_MULTITEX_TRIANGLE_CONTROL0_ALPHA_WRITE;
173 
174 	/* Stencil test. */
175 	if (ctx->Stencil.WriteMask[0])
176 		nv04->ctrl[0] |= NV04_MULTITEX_TRIANGLE_CONTROL0_STENCIL_WRITE;
177 
178 	if (_mesa_stencil_is_enabled(ctx))
179 		nv04->ctrl[1] |= NV04_MULTITEX_TRIANGLE_CONTROL1_STENCIL_ENABLE;
180 
181 	nv04->ctrl[1] |= get_comparison_op(ctx->Stencil.Function[0]) << 4 |
182 			 _mesa_get_stencil_ref(ctx, 0) << 8 |
183 			 ctx->Stencil.ValueMask[0] << 16 |
184 			 ctx->Stencil.WriteMask[0] << 24;
185 
186 	nv04->ctrl[2] |= get_stencil_op(ctx->Stencil.ZPassFunc[0]) << 8 |
187 			 get_stencil_op(ctx->Stencil.ZFailFunc[0]) << 4 |
188 			 get_stencil_op(ctx->Stencil.FailFunc[0]);
189 }
190 
191 void
nv04_defer_blend(struct gl_context * ctx,int emit)192 nv04_defer_blend(struct gl_context *ctx, int emit)
193 {
194 	context_dirty(ctx, BLEND);
195 }
196 
197 void
nv04_emit_blend(struct gl_context * ctx,int emit)198 nv04_emit_blend(struct gl_context *ctx, int emit)
199 {
200 	struct nv04_context *nv04 = to_nv04_context(ctx);
201 
202 	nv04->blend &= NV04_TEXTURED_TRIANGLE_BLEND_TEXTURE_MAP__MASK;
203 	nv04->blend |= NV04_TEXTURED_TRIANGLE_BLEND_MASK_BIT_MSB |
204 		       NV04_TEXTURED_TRIANGLE_BLEND_TEXTURE_PERSPECTIVE_ENABLE;
205 
206 	/* Alpha blending. */
207 	nv04->blend |= get_blend_func(ctx->Color.Blend[0].DstRGB) << 28 |
208 		       get_blend_func(ctx->Color.Blend[0].SrcRGB) << 24;
209 
210 	if (ctx->Color.BlendEnabled)
211 		nv04->blend |= NV04_TEXTURED_TRIANGLE_BLEND_BLEND_ENABLE;
212 
213 	/* Shade model. */
214 	if (ctx->Light.ShadeModel == GL_SMOOTH)
215 		nv04->blend |= NV04_TEXTURED_TRIANGLE_BLEND_SHADE_MODE_GOURAUD;
216 	else
217 		nv04->blend |= NV04_TEXTURED_TRIANGLE_BLEND_SHADE_MODE_FLAT;
218 
219 	/* Secondary color */
220 	if (_mesa_need_secondary_color(ctx))
221 		nv04->blend |= NV04_TEXTURED_TRIANGLE_BLEND_SPECULAR_ENABLE;
222 
223 	/* Fog. */
224 	if (ctx->Fog.Enabled) {
225 		nv04->blend |= NV04_TEXTURED_TRIANGLE_BLEND_FOG_ENABLE;
226 		nv04->fog = pack_rgba_f(MESA_FORMAT_B8G8R8A8_UNORM, ctx->Fog.Color);
227 	}
228 }
229