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
204 if (l->_Flags & LIGHT_POSITIONAL) {
205 BEGIN_NV04(push, NV20_3D(LIGHT_POSITION_X(i)), 3);
206 PUSH_DATAp(push, l->_Position, 3);
207
208 BEGIN_NV04(push, NV20_3D(LIGHT_ATTENUATION_CONSTANT(i)), 3);
209 PUSH_DATAf(push, l->ConstantAttenuation);
210 PUSH_DATAf(push, l->LinearAttenuation);
211 PUSH_DATAf(push, l->QuadraticAttenuation);
212
213 } else {
214 BEGIN_NV04(push, NV20_3D(LIGHT_DIRECTION_X(i)), 3);
215 PUSH_DATAp(push, l->_VP_inf_norm, 3);
216
217 BEGIN_NV04(push, NV20_3D(LIGHT_HALF_VECTOR_X(i)), 3);
218 PUSH_DATAp(push, l->_h_inf_norm, 3);
219 }
220
221 if (l->_Flags & LIGHT_SPOT) {
222 float k[7];
223
224 nv10_get_spot_coeff(l, k);
225
226 BEGIN_NV04(push, NV20_3D(LIGHT_SPOT_CUTOFF(i, 0)), 7);
227 PUSH_DATAp(push, k, 7);
228 }
229 }
230
231 #define USE_COLOR_MATERIAL(attr, side) \
232 (ctx->Light.ColorMaterialEnabled && \
233 ctx->Light._ColorMaterialBitmask & (1 << MAT_ATTRIB_##attr(side)))
234
235 void
nv20_emit_material_ambient(struct gl_context * ctx,int emit)236 nv20_emit_material_ambient(struct gl_context *ctx, int emit)
237 {
238 const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_AMBIENT;
239 struct nouveau_pushbuf *push = context_push(ctx);
240 float (*mat)[4] = ctx->Light.Material.Attrib;
241 float c_scene[3], c_factor[3];
242 GLbitfield mask;
243
244 if (USE_COLOR_MATERIAL(AMBIENT, side)) {
245 COPY_3V(c_scene, mat[MAT_ATTRIB_EMISSION(side)]);
246 COPY_3V(c_factor, ctx->Light.Model.Ambient);
247
248 } else if (USE_COLOR_MATERIAL(EMISSION, side)) {
249 SCALE_3V(c_scene, mat[MAT_ATTRIB_AMBIENT(side)],
250 ctx->Light.Model.Ambient);
251 ASSIGN_3V(c_factor, 1, 1, 1);
252
253 } else {
254 COPY_3V(c_scene, ctx->Light._BaseColor[side]);
255 ZERO_3V(c_factor);
256 }
257
258 BEGIN_NV04(push, SUBC_3D(LIGHT_MODEL_AMBIENT_R(side)), 3);
259 PUSH_DATAp(push, c_scene, 3);
260
261 if (ctx->Light.ColorMaterialEnabled) {
262 BEGIN_NV04(push, SUBC_3D(MATERIAL_FACTOR_R(side)), 3);
263 PUSH_DATAp(push, c_factor, 3);
264 }
265
266 mask = ctx->Light._EnabledLights;
267 while (mask) {
268 const int i = u_bit_scan(&mask);
269 struct gl_light *l = &ctx->Light.Light[i];
270 float *c_light = (USE_COLOR_MATERIAL(AMBIENT, side) ?
271 l->Ambient :
272 l->_MatAmbient[side]);
273
274 BEGIN_NV04(push, SUBC_3D(LIGHT_AMBIENT_R(side, i)), 3);
275 PUSH_DATAp(push, c_light, 3);
276 }
277 }
278
279 void
nv20_emit_material_diffuse(struct gl_context * ctx,int emit)280 nv20_emit_material_diffuse(struct gl_context *ctx, int emit)
281 {
282 const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_DIFFUSE;
283 struct nouveau_pushbuf *push = context_push(ctx);
284 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
285 GLbitfield mask;
286
287 BEGIN_NV04(push, SUBC_3D(MATERIAL_FACTOR_A(side)), 1);
288 PUSH_DATAf(push, mat[MAT_ATTRIB_DIFFUSE(side)][3]);
289
290 mask = ctx->Light._EnabledLights;
291 while (mask) {
292 const int i = u_bit_scan(&mask);
293 struct gl_light *l = &ctx->Light.Light[i];
294 float *c_light = (USE_COLOR_MATERIAL(DIFFUSE, side) ?
295 l->Diffuse :
296 l->_MatDiffuse[side]);
297
298 BEGIN_NV04(push, SUBC_3D(LIGHT_DIFFUSE_R(side, i)), 3);
299 PUSH_DATAp(push, c_light, 3);
300 }
301 }
302
303 void
nv20_emit_material_specular(struct gl_context * ctx,int emit)304 nv20_emit_material_specular(struct gl_context *ctx, int emit)
305 {
306 const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_SPECULAR;
307 struct nouveau_pushbuf *push = context_push(ctx);
308 GLbitfield mask;
309
310 mask = ctx->Light._EnabledLights;
311 while (mask) {
312 const int i = u_bit_scan(&mask);
313 struct gl_light *l = &ctx->Light.Light[i];
314 float *c_light = (USE_COLOR_MATERIAL(SPECULAR, side) ?
315 l->Specular :
316 l->_MatSpecular[side]);
317
318 BEGIN_NV04(push, SUBC_3D(LIGHT_SPECULAR_R(side, i)), 3);
319 PUSH_DATAp(push, c_light, 3);
320 }
321 }
322
323 void
nv20_emit_material_shininess(struct gl_context * ctx,int emit)324 nv20_emit_material_shininess(struct gl_context *ctx, int emit)
325 {
326 const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_SHININESS;
327 struct nouveau_pushbuf *push = context_push(ctx);
328 float (*mat)[4] = ctx->Light.Material.Attrib;
329 float k[6];
330
331 nv10_get_shininess_coeff(
332 CLAMP(mat[MAT_ATTRIB_SHININESS(side)][0], 0, 1024),
333 k);
334
335 BEGIN_NV04(push, SUBC_3D(MATERIAL_SHININESS(side)), 6);
336 PUSH_DATAp(push, k, 6);
337 }
338
339 void
nv20_emit_modelview(struct gl_context * ctx,int emit)340 nv20_emit_modelview(struct gl_context *ctx, int emit)
341 {
342 struct nouveau_context *nctx = to_nouveau_context(ctx);
343 struct nouveau_pushbuf *push = context_push(ctx);
344 GLmatrix *m = ctx->ModelviewMatrixStack.Top;
345
346 if (nctx->fallback != HWTNL)
347 return;
348
349 if (ctx->Light._NeedEyeCoords || ctx->Fog.Enabled ||
350 (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) {
351 BEGIN_NV04(push, NV20_3D(MODELVIEW_MATRIX(0, 0)), 16);
352 PUSH_DATAm(push, m->m);
353 }
354
355 if (ctx->Light.Enabled ||
356 (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) {
357 int i, j;
358
359 BEGIN_NV04(push, NV20_3D(INVERSE_MODELVIEW_MATRIX(0, 0)), 12);
360 for (i = 0; i < 3; i++)
361 for (j = 0; j < 4; j++)
362 PUSH_DATAf(push, m->inv[4*i + j]);
363 }
364 }
365
366 void
nv20_emit_projection(struct gl_context * ctx,int emit)367 nv20_emit_projection(struct gl_context *ctx, int emit)
368 {
369 struct nouveau_context *nctx = to_nouveau_context(ctx);
370 struct nouveau_pushbuf *push = context_push(ctx);
371 GLmatrix m;
372
373 _math_matrix_ctr(&m);
374 get_viewport_scale(ctx, m.m);
375
376 if (nctx->fallback == HWTNL)
377 _math_matrix_mul_matrix(&m, &m, &ctx->_ModelProjectMatrix);
378
379 BEGIN_NV04(push, NV20_3D(PROJECTION_MATRIX(0)), 16);
380 PUSH_DATAm(push, m.m);
381
382 _math_matrix_dtr(&m);
383 }
384