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_gldefs.h"
30 #include "nouveau_util.h"
31 #include "nv_object.xml.h"
32 #include "nv10_3d.xml.h"
33 #include "nv10_driver.h"
34
35 #include "main/stencil.h"
36
37 void
nv10_emit_alpha_func(struct gl_context * ctx,int emit)38 nv10_emit_alpha_func(struct gl_context *ctx, int emit)
39 {
40 struct nouveau_pushbuf *push = context_push(ctx);
41
42 BEGIN_NV04(push, NV10_3D(ALPHA_FUNC_ENABLE), 1);
43 PUSH_DATAb(push, ctx->Color.AlphaEnabled);
44
45 BEGIN_NV04(push, NV10_3D(ALPHA_FUNC_FUNC), 2);
46 PUSH_DATA (push, nvgl_comparison_op(ctx->Color.AlphaFunc));
47 PUSH_DATA (push, FLOAT_TO_UBYTE(ctx->Color.AlphaRef));
48 }
49
50 void
nv10_emit_blend_color(struct gl_context * ctx,int emit)51 nv10_emit_blend_color(struct gl_context *ctx, int emit)
52 {
53 struct nouveau_pushbuf *push = context_push(ctx);
54
55 BEGIN_NV04(push, NV10_3D(BLEND_COLOR), 1);
56 PUSH_DATA (push, FLOAT_TO_UBYTE(ctx->Color.BlendColor[3]) << 24 |
57 FLOAT_TO_UBYTE(ctx->Color.BlendColor[0]) << 16 |
58 FLOAT_TO_UBYTE(ctx->Color.BlendColor[1]) << 8 |
59 FLOAT_TO_UBYTE(ctx->Color.BlendColor[2]) << 0);
60 }
61
62 void
nv10_emit_blend_equation(struct gl_context * ctx,int emit)63 nv10_emit_blend_equation(struct gl_context *ctx, int emit)
64 {
65 struct nouveau_pushbuf *push = context_push(ctx);
66
67 BEGIN_NV04(push, NV10_3D(BLEND_FUNC_ENABLE), 1);
68 PUSH_DATAb(push, ctx->Color.BlendEnabled);
69
70 BEGIN_NV04(push, NV10_3D(BLEND_EQUATION), 1);
71 PUSH_DATA (push, nvgl_blend_eqn(ctx->Color.Blend[0].EquationRGB));
72 }
73
74 void
nv10_emit_blend_func(struct gl_context * ctx,int emit)75 nv10_emit_blend_func(struct gl_context *ctx, int emit)
76 {
77 struct nouveau_pushbuf *push = context_push(ctx);
78
79 BEGIN_NV04(push, NV10_3D(BLEND_FUNC_SRC), 2);
80 PUSH_DATA (push, nvgl_blend_func(ctx->Color.Blend[0].SrcRGB));
81 PUSH_DATA (push, nvgl_blend_func(ctx->Color.Blend[0].DstRGB));
82 }
83
84 void
nv10_emit_color_mask(struct gl_context * ctx,int emit)85 nv10_emit_color_mask(struct gl_context *ctx, int emit)
86 {
87 struct nouveau_pushbuf *push = context_push(ctx);
88
89 BEGIN_NV04(push, NV10_3D(COLOR_MASK), 1);
90 PUSH_DATA (push, ((GET_COLORMASK_BIT(ctx->Color.ColorMask, 0, 3) ? 1 << 24 : 0) |
91 (GET_COLORMASK_BIT(ctx->Color.ColorMask, 0, 0) ? 1 << 16 : 0) |
92 (GET_COLORMASK_BIT(ctx->Color.ColorMask, 0, 1) ? 1 << 8 : 0) |
93 (GET_COLORMASK_BIT(ctx->Color.ColorMask, 0, 2) ? 1 << 0 : 0)));
94 }
95
96 void
nv10_emit_depth(struct gl_context * ctx,int emit)97 nv10_emit_depth(struct gl_context *ctx, int emit)
98 {
99 struct nouveau_pushbuf *push = context_push(ctx);
100 struct gl_framebuffer *fb = ctx->DrawBuffer;
101
102 BEGIN_NV04(push, NV10_3D(DEPTH_TEST_ENABLE), 1);
103 PUSH_DATAb(push, ctx->Depth.Test && fb->Visual.depthBits > 0);
104 BEGIN_NV04(push, NV10_3D(DEPTH_WRITE_ENABLE), 1);
105 PUSH_DATAb(push, ctx->Depth.Mask && fb->Visual.depthBits > 0);
106 BEGIN_NV04(push, NV10_3D(DEPTH_FUNC), 1);
107 PUSH_DATA (push, nvgl_comparison_op(ctx->Depth.Func));
108 }
109
110 void
nv10_emit_dither(struct gl_context * ctx,int emit)111 nv10_emit_dither(struct gl_context *ctx, int emit)
112 {
113 struct nouveau_pushbuf *push = context_push(ctx);
114
115 BEGIN_NV04(push, NV10_3D(DITHER_ENABLE), 1);
116 PUSH_DATAb(push, ctx->Color.DitherFlag);
117 }
118
119 void
nv10_emit_logic_opcode(struct gl_context * ctx,int emit)120 nv10_emit_logic_opcode(struct gl_context *ctx, int emit)
121 {
122 struct nouveau_pushbuf *push = context_push(ctx);
123
124 assert(!ctx->Color.ColorLogicOpEnabled
125 || context_eng3d(ctx)->oclass >= NV15_3D_CLASS);
126
127 BEGIN_NV04(push, NV11_3D(COLOR_LOGIC_OP_ENABLE), 2);
128 PUSH_DATAb(push, ctx->Color.ColorLogicOpEnabled);
129 PUSH_DATA (push, ctx->Color.LogicOp);
130 }
131
132 void
nv10_emit_shade_model(struct gl_context * ctx,int emit)133 nv10_emit_shade_model(struct gl_context *ctx, int emit)
134 {
135 struct nouveau_pushbuf *push = context_push(ctx);
136
137 BEGIN_NV04(push, NV10_3D(SHADE_MODEL), 1);
138 PUSH_DATA (push, ctx->Light.ShadeModel == GL_SMOOTH ?
139 NV10_3D_SHADE_MODEL_SMOOTH : NV10_3D_SHADE_MODEL_FLAT);
140 }
141
142 void
nv10_emit_stencil_func(struct gl_context * ctx,int emit)143 nv10_emit_stencil_func(struct gl_context *ctx, int emit)
144 {
145 struct nouveau_pushbuf *push = context_push(ctx);
146
147 BEGIN_NV04(push, NV10_3D(STENCIL_ENABLE), 1);
148 PUSH_DATAb(push, _mesa_stencil_is_enabled(ctx));
149
150 BEGIN_NV04(push, NV10_3D(STENCIL_FUNC_FUNC), 3);
151 PUSH_DATA (push, nvgl_comparison_op(ctx->Stencil.Function[0]));
152 PUSH_DATA (push, _mesa_get_stencil_ref(ctx, 0));
153 PUSH_DATA (push, ctx->Stencil.ValueMask[0]);
154 }
155
156 void
nv10_emit_stencil_mask(struct gl_context * ctx,int emit)157 nv10_emit_stencil_mask(struct gl_context *ctx, int emit)
158 {
159 struct nouveau_pushbuf *push = context_push(ctx);
160
161 BEGIN_NV04(push, NV10_3D(STENCIL_MASK), 1);
162 PUSH_DATA (push, ctx->Stencil.WriteMask[0]);
163 }
164
165 void
nv10_emit_stencil_op(struct gl_context * ctx,int emit)166 nv10_emit_stencil_op(struct gl_context *ctx, int emit)
167 {
168 struct nouveau_pushbuf *push = context_push(ctx);
169
170 BEGIN_NV04(push, NV10_3D(STENCIL_OP_FAIL), 3);
171 PUSH_DATA (push, nvgl_stencil_op(ctx->Stencil.FailFunc[0]));
172 PUSH_DATA (push, nvgl_stencil_op(ctx->Stencil.ZFailFunc[0]));
173 PUSH_DATA (push, nvgl_stencil_op(ctx->Stencil.ZPassFunc[0]));
174 }
175