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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 
34 void
nv10_emit_clip_plane(struct gl_context * ctx,int emit)35 nv10_emit_clip_plane(struct gl_context *ctx, int emit)
36 {
37 }
38 
39 static inline unsigned
get_material_bitmask(unsigned m)40 get_material_bitmask(unsigned m)
41 {
42 	unsigned ret = 0;
43 
44 	if (m & MAT_BIT_FRONT_EMISSION)
45 		ret |= NV10_3D_COLOR_MATERIAL_EMISSION;
46 	if (m & MAT_BIT_FRONT_AMBIENT)
47 		ret |= NV10_3D_COLOR_MATERIAL_AMBIENT;
48 	if (m & MAT_BIT_FRONT_DIFFUSE)
49 		ret |= NV10_3D_COLOR_MATERIAL_DIFFUSE;
50 	if (m & MAT_BIT_FRONT_SPECULAR)
51 		ret |= NV10_3D_COLOR_MATERIAL_SPECULAR;
52 
53 	return ret;
54 }
55 
56 void
nv10_emit_color_material(struct gl_context * ctx,int emit)57 nv10_emit_color_material(struct gl_context *ctx, int emit)
58 {
59 	struct nouveau_pushbuf *push = context_push(ctx);
60 	unsigned mask = get_material_bitmask(ctx->Light._ColorMaterialBitmask);
61 
62 	BEGIN_NV04(push, NV10_3D(COLOR_MATERIAL), 1);
63 	PUSH_DATA (push, ctx->Light.ColorMaterialEnabled ? mask : 0);
64 }
65 
66 static unsigned
get_fog_mode(unsigned mode)67 get_fog_mode(unsigned mode)
68 {
69 	switch (mode) {
70 	case GL_LINEAR:
71 		return NV10_3D_FOG_MODE_LINEAR;
72 	case GL_EXP:
73 		return NV10_3D_FOG_MODE_EXP;
74 	case GL_EXP2:
75 		return NV10_3D_FOG_MODE_EXP2;
76 	default:
77 		assert(0);
78 	}
79 }
80 
81 static unsigned
get_fog_source(unsigned source,unsigned distance_mode)82 get_fog_source(unsigned source, unsigned distance_mode)
83 {
84 	switch (source) {
85 	case GL_FOG_COORDINATE_EXT:
86 		return NV10_3D_FOG_COORD_FOG;
87 	case GL_FRAGMENT_DEPTH_EXT:
88 		switch (distance_mode) {
89 		case GL_EYE_PLANE_ABSOLUTE_NV:
90 			return NV10_3D_FOG_COORD_DIST_ORTHOGONAL_ABS;
91 		case GL_EYE_PLANE:
92 			return NV10_3D_FOG_COORD_DIST_ORTHOGONAL;
93 		case GL_EYE_RADIAL_NV:
94 			return NV10_3D_FOG_COORD_DIST_RADIAL;
95 		default:
96 			assert(0);
97 		}
98 	default:
99 		assert(0);
100 	}
101 }
102 
103 void
nv10_get_fog_coeff(struct gl_context * ctx,float k[3])104 nv10_get_fog_coeff(struct gl_context *ctx, float k[3])
105 {
106 	struct gl_fog_attrib *f = &ctx->Fog;
107 
108 	switch (f->Mode) {
109 	case GL_LINEAR:
110 		k[0] = 2 + f->Start / (f->End - f->Start);
111 		k[1] = -1 / (f->End - f->Start);
112 		break;
113 
114 	case GL_EXP:
115 		k[0] = 1.5;
116 		k[1] = -0.09 * f->Density;
117 		break;
118 
119 	case GL_EXP2:
120 		k[0] = 1.5;
121 		k[1] = -0.21 * f->Density;
122 		break;
123 
124 	default:
125 		assert(0);
126 	}
127 
128 	k[2] = 0;
129 }
130 
131 void
nv10_emit_fog(struct gl_context * ctx,int emit)132 nv10_emit_fog(struct gl_context *ctx, int emit)
133 {
134 	struct nouveau_context *nctx = to_nouveau_context(ctx);
135 	struct nouveau_pushbuf *push = context_push(ctx);
136 	struct gl_fog_attrib *f = &ctx->Fog;
137 	unsigned source = nctx->fallback == HWTNL ?
138 		f->FogCoordinateSource : GL_FOG_COORDINATE_EXT;
139 	float k[3];
140 
141 	nv10_get_fog_coeff(ctx, k);
142 
143 	BEGIN_NV04(push, NV10_3D(FOG_MODE), 4);
144 	PUSH_DATA (push, get_fog_mode(f->Mode));
145 	PUSH_DATA (push, get_fog_source(source, f->FogDistanceMode));
146 	PUSH_DATAb(push, f->Enabled);
147 	PUSH_DATA (push, pack_rgba_f(MESA_FORMAT_RGBA8888_REV, f->Color));
148 
149 	BEGIN_NV04(push, NV10_3D(FOG_COEFF(0)), 3);
150 	PUSH_DATAp(push, k, 3);
151 
152 	context_dirty(ctx, FRAG);
153 }
154 
155 static inline unsigned
get_light_mode(struct gl_light * l)156 get_light_mode(struct gl_light *l)
157 {
158 	if (l->Enabled) {
159 		if (l->_Flags & LIGHT_SPOT)
160 			return NV10_3D_ENABLED_LIGHTS_0_DIRECTIONAL;
161 		else if (l->_Flags & LIGHT_POSITIONAL)
162 			return NV10_3D_ENABLED_LIGHTS_0_POSITIONAL;
163 		else
164 			return NV10_3D_ENABLED_LIGHTS_0_NONPOSITIONAL;
165 	} else {
166 		return NV10_3D_ENABLED_LIGHTS_0_DISABLED;
167 	}
168 }
169 
170 void
nv10_emit_light_enable(struct gl_context * ctx,int emit)171 nv10_emit_light_enable(struct gl_context *ctx, int emit)
172 {
173 	struct nouveau_context *nctx = to_nouveau_context(ctx);
174 	struct nouveau_pushbuf *push = context_push(ctx);
175 	uint32_t en_lights = 0;
176 	int i;
177 
178 	if (nctx->fallback != HWTNL) {
179 		BEGIN_NV04(push, NV10_3D(LIGHTING_ENABLE), 1);
180 		PUSH_DATA (push, 0);
181 		return;
182 	}
183 
184 	for (i = 0; i < MAX_LIGHTS; i++)
185 		en_lights |= get_light_mode(&ctx->Light.Light[i]) << 2 * i;
186 
187 	BEGIN_NV04(push, NV10_3D(ENABLED_LIGHTS), 1);
188 	PUSH_DATA (push, en_lights);
189 	BEGIN_NV04(push, NV10_3D(LIGHTING_ENABLE), 1);
190 	PUSH_DATAb(push, ctx->Light.Enabled);
191 	BEGIN_NV04(push, NV10_3D(NORMALIZE_ENABLE), 1);
192 	PUSH_DATAb(push, ctx->Transform.Normalize);
193 }
194 
195 void
nv10_emit_light_model(struct gl_context * ctx,int emit)196 nv10_emit_light_model(struct gl_context *ctx, int emit)
197 {
198 	struct nouveau_pushbuf *push = context_push(ctx);
199 	struct gl_lightmodel *m = &ctx->Light.Model;
200 
201 	BEGIN_NV04(push, NV10_3D(SEPARATE_SPECULAR_ENABLE), 1);
202 	PUSH_DATAb(push, m->ColorControl == GL_SEPARATE_SPECULAR_COLOR);
203 
204 	BEGIN_NV04(push, NV10_3D(LIGHT_MODEL), 1);
205 	PUSH_DATA (push, ((m->LocalViewer ?
206 			 NV10_3D_LIGHT_MODEL_LOCAL_VIEWER : 0) |
207 			(_mesa_need_secondary_color(ctx) ?
208 			 NV10_3D_LIGHT_MODEL_SEPARATE_SPECULAR : 0) |
209 			(!ctx->Light.Enabled && ctx->Fog.ColorSumEnabled ?
210 			 NV10_3D_LIGHT_MODEL_VERTEX_SPECULAR : 0)));
211 }
212 
213 static float
get_shine(const float p[],float x)214 get_shine(const float p[], float x)
215 {
216 	const int n = 15;
217 	const float *y = &p[1];
218 	float f = (n - 1) * (1 - 1 / (1 + p[0] * x))
219 		/ (1 - 1 / (1 + p[0] * 1024));
220 	int i = f;
221 
222 	/* Linear interpolation in f-space (Faster and somewhat more
223 	 * accurate than x-space). */
224 	if (x == 0)
225 		return y[0];
226 	else if (i > n - 2)
227 		return y[n - 1];
228 	else
229 		return y[i] + (y[i + 1] - y[i]) * (f - i);
230 }
231 
232 static const float nv10_spot_params[2][16] = {
233 	{ 0.02, -3.80e-05, -1.77, -2.41, -2.71, -2.88, -2.98, -3.06,
234 	  -3.11, -3.17, -3.23, -3.28, -3.37, -3.47, -3.83, -5.11 },
235 	{ 0.02, -0.01, 1.77, 2.39, 2.70, 2.87, 2.98, 3.06,
236 	  3.10, 3.16, 3.23, 3.27, 3.37, 3.47, 3.83, 5.11 },
237 };
238 
239 void
nv10_get_spot_coeff(struct gl_light * l,float k[7])240 nv10_get_spot_coeff(struct gl_light *l, float k[7])
241 {
242 	float e = l->SpotExponent;
243 	float a0, b0, a1, a2, b2, a3;
244 
245 	if (e > 0)
246 		a0 = -1 - 5.36e-3 / sqrt(e);
247 	else
248 		a0 = -1;
249 	b0 = 1 / (1 + 0.273 * e);
250 
251 	a1 = get_shine(nv10_spot_params[0], e);
252 
253 	a2 = get_shine(nv10_spot_params[1], e);
254 	b2 = 1 / (1 + 0.273 * e);
255 
256 	a3 = 0.9 + 0.278 * e;
257 
258 	if (l->SpotCutoff > 0) {
259 		float cutoff = MAX2(a3, 1 / (1 - l->_CosCutoff));
260 
261 		k[0] = MAX2(0, a0 + b0 * cutoff);
262 		k[1] = a1;
263 		k[2] = a2 + b2 * cutoff;
264 		k[3] = - cutoff * l->_NormSpotDirection[0];
265 		k[4] = - cutoff * l->_NormSpotDirection[1];
266 		k[5] = - cutoff * l->_NormSpotDirection[2];
267 		k[6] = 1 - cutoff;
268 
269 	} else {
270 		k[0] = b0;
271 		k[1] = a1;
272 		k[2] = a2 + b2;
273 		k[3] = - l->_NormSpotDirection[0];
274 		k[4] = - l->_NormSpotDirection[1];
275 		k[5] = - l->_NormSpotDirection[2];
276 		k[6] = -1;
277 	}
278 }
279 
280 void
nv10_emit_light_source(struct gl_context * ctx,int emit)281 nv10_emit_light_source(struct gl_context *ctx, int emit)
282 {
283 	const int i = emit - NOUVEAU_STATE_LIGHT_SOURCE0;
284 	struct nouveau_pushbuf *push = context_push(ctx);
285 	struct gl_light *l = &ctx->Light.Light[i];
286 
287 	if (l->_Flags & LIGHT_POSITIONAL) {
288 		BEGIN_NV04(push, NV10_3D(LIGHT_POSITION_X(i)), 3);
289 		PUSH_DATAp(push, l->_Position, 3);
290 
291 		BEGIN_NV04(push, NV10_3D(LIGHT_ATTENUATION_CONSTANT(i)), 3);
292 		PUSH_DATAf(push, l->ConstantAttenuation);
293 		PUSH_DATAf(push, l->LinearAttenuation);
294 		PUSH_DATAf(push, l->QuadraticAttenuation);
295 
296 	} else {
297 		BEGIN_NV04(push, NV10_3D(LIGHT_DIRECTION_X(i)), 3);
298 		PUSH_DATAp(push, l->_VP_inf_norm, 3);
299 
300 		BEGIN_NV04(push, NV10_3D(LIGHT_HALF_VECTOR_X(i)), 3);
301 		PUSH_DATAp(push, l->_h_inf_norm, 3);
302 	}
303 
304 	if (l->_Flags & LIGHT_SPOT) {
305 		float k[7];
306 
307 		nv10_get_spot_coeff(l, k);
308 
309 		BEGIN_NV04(push, NV10_3D(LIGHT_SPOT_CUTOFF(i, 0)), 7);
310 		PUSH_DATAp(push, k, 7);
311 	}
312 }
313 
314 #define USE_COLOR_MATERIAL(attr)					\
315 	(ctx->Light.ColorMaterialEnabled &&				\
316 	 ctx->Light._ColorMaterialBitmask & (1 << MAT_ATTRIB_FRONT_##attr))
317 
318 void
nv10_emit_material_ambient(struct gl_context * ctx,int emit)319 nv10_emit_material_ambient(struct gl_context *ctx, int emit)
320 {
321 	struct nouveau_pushbuf *push = context_push(ctx);
322 	float (*mat)[4] = ctx->Light.Material.Attrib;
323 	float c_scene[3], c_factor[3];
324 	struct gl_light *l;
325 
326 	if (USE_COLOR_MATERIAL(AMBIENT)) {
327 		COPY_3V(c_scene, ctx->Light.Model.Ambient);
328 		COPY_3V(c_factor, mat[MAT_ATTRIB_FRONT_EMISSION]);
329 
330 	} else if (USE_COLOR_MATERIAL(EMISSION)) {
331 		SCALE_3V(c_scene, mat[MAT_ATTRIB_FRONT_AMBIENT],
332 			 ctx->Light.Model.Ambient);
333 		ZERO_3V(c_factor);
334 
335 	} else {
336 		COPY_3V(c_scene, ctx->Light._BaseColor[0]);
337 		ZERO_3V(c_factor);
338 	}
339 
340 	BEGIN_NV04(push, NV10_3D(LIGHT_MODEL_AMBIENT_R), 3);
341 	PUSH_DATAp(push, c_scene, 3);
342 
343 	if (ctx->Light.ColorMaterialEnabled) {
344 		BEGIN_NV04(push, NV10_3D(MATERIAL_FACTOR_R), 3);
345 		PUSH_DATAp(push, c_factor, 3);
346 	}
347 
348 	foreach(l, &ctx->Light.EnabledList) {
349 		const int i = l - ctx->Light.Light;
350 		float *c_light = (USE_COLOR_MATERIAL(AMBIENT) ?
351 				  l->Ambient :
352 				  l->_MatAmbient[0]);
353 
354 		BEGIN_NV04(push, NV10_3D(LIGHT_AMBIENT_R(i)), 3);
355 		PUSH_DATAp(push, c_light, 3);
356 	}
357 }
358 
359 void
nv10_emit_material_diffuse(struct gl_context * ctx,int emit)360 nv10_emit_material_diffuse(struct gl_context *ctx, int emit)
361 {
362 	struct nouveau_pushbuf *push = context_push(ctx);
363 	GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
364 	struct gl_light *l;
365 
366 	BEGIN_NV04(push, NV10_3D(MATERIAL_FACTOR_A), 1);
367 	PUSH_DATAf(push, mat[MAT_ATTRIB_FRONT_DIFFUSE][3]);
368 
369 	foreach(l, &ctx->Light.EnabledList) {
370 		const int i = l - ctx->Light.Light;
371 		float *c_light = (USE_COLOR_MATERIAL(DIFFUSE) ?
372 				  l->Diffuse :
373 				  l->_MatDiffuse[0]);
374 
375 		BEGIN_NV04(push, NV10_3D(LIGHT_DIFFUSE_R(i)), 3);
376 		PUSH_DATAp(push, c_light, 3);
377 	}
378 }
379 
380 void
nv10_emit_material_specular(struct gl_context * ctx,int emit)381 nv10_emit_material_specular(struct gl_context *ctx, int emit)
382 {
383 	struct nouveau_pushbuf *push = context_push(ctx);
384 	struct gl_light *l;
385 
386 	foreach(l, &ctx->Light.EnabledList) {
387 		const int i = l - ctx->Light.Light;
388 		float *c_light = (USE_COLOR_MATERIAL(SPECULAR) ?
389 				  l->Specular :
390 				  l->_MatSpecular[0]);
391 
392 		BEGIN_NV04(push, NV10_3D(LIGHT_SPECULAR_R(i)), 3);
393 		PUSH_DATAp(push, c_light, 3);
394 	}
395 }
396 
397 static const float nv10_shininess_param[6][16] = {
398 	{ 0.70, 0.00, 0.06, 0.06, 0.05, 0.04, 0.02, 0.00,
399 	  -0.06, -0.13, -0.24, -0.36, -0.51, -0.66, -0.82, -1.00 },
400 	{ 0.01, 1.00, -2.29, -2.77, -2.96, -3.06, -3.12, -3.18,
401 	  -3.24, -3.29, -3.36, -3.43, -3.51, -3.75, -4.33, -5.11 },
402 	{ 0.02, 0.00, 2.28, 2.75, 2.94, 3.04, 3.1, 3.15,
403 	  3.18, 3.22, 3.27, 3.32, 3.39, 3.48, 3.84, 5.11 },
404 	{ 0.70, 0.00, 0.05, 0.06, 0.06, 0.06, 0.05, 0.04,
405 	  0.02, 0.01, -0.03, -0.12, -0.25, -0.43, -0.68, -0.99 },
406 	{ 0.01, 1.00, -1.61, -2.35, -2.67, -2.84, -2.96, -3.05,
407 	  -3.08, -3.14, -3.2, -3.26, -3.32, -3.42, -3.54, -4.21 },
408 	{ 0.01, 0.00, 2.25, 2.73, 2.92, 3.03, 3.09, 3.15,
409 	  3.16, 3.21, 3.25, 3.29, 3.35, 3.43, 3.56, 4.22 },
410 };
411 
412 void
nv10_get_shininess_coeff(float s,float k[6])413 nv10_get_shininess_coeff(float s, float k[6])
414 {
415 	int i;
416 
417 	for (i = 0; i < 6; i++)
418 		k[i] = get_shine(nv10_shininess_param[i], s);
419 }
420 
421 void
nv10_emit_material_shininess(struct gl_context * ctx,int emit)422 nv10_emit_material_shininess(struct gl_context *ctx, int emit)
423 {
424 	struct nouveau_pushbuf *push = context_push(ctx);
425 	float (*mat)[4] = ctx->Light.Material.Attrib;
426 	float k[6];
427 
428 	nv10_get_shininess_coeff(
429 		CLAMP(mat[MAT_ATTRIB_FRONT_SHININESS][0], 0, 1024),
430 		k);
431 
432 	BEGIN_NV04(push, NV10_3D(MATERIAL_SHININESS(0)), 6);
433 	PUSH_DATAp(push, k, 6);
434 }
435 
436 void
nv10_emit_modelview(struct gl_context * ctx,int emit)437 nv10_emit_modelview(struct gl_context *ctx, int emit)
438 {
439 	struct nouveau_context *nctx = to_nouveau_context(ctx);
440 	struct nouveau_pushbuf *push = context_push(ctx);
441 	GLmatrix *m = ctx->ModelviewMatrixStack.Top;
442 
443 	if (nctx->fallback != HWTNL)
444 		return;
445 
446 	if (ctx->Light._NeedEyeCoords || ctx->Fog.Enabled ||
447 	    (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) {
448 		BEGIN_NV04(push, NV10_3D(MODELVIEW_MATRIX(0, 0)), 16);
449 		PUSH_DATAm(push, m->m);
450 	}
451 
452 	if (ctx->Light.Enabled ||
453 	    (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) {
454 		int i, j;
455 
456 		BEGIN_NV04(push, NV10_3D(INVERSE_MODELVIEW_MATRIX(0, 0)), 12);
457 		for (i = 0; i < 3; i++)
458 			for (j = 0; j < 4; j++)
459 				PUSH_DATAf(push, m->inv[4*i + j]);
460 	}
461 }
462 
463 void
nv10_emit_point_parameter(struct gl_context * ctx,int emit)464 nv10_emit_point_parameter(struct gl_context *ctx, int emit)
465 {
466 }
467 
468 void
nv10_emit_projection(struct gl_context * ctx,int emit)469 nv10_emit_projection(struct gl_context *ctx, int emit)
470 {
471 	struct nouveau_context *nctx = to_nouveau_context(ctx);
472 	struct nouveau_pushbuf *push = context_push(ctx);
473 	GLmatrix m;
474 
475 	_math_matrix_ctr(&m);
476 	get_viewport_scale(ctx, m.m);
477 
478 	if (nv10_use_viewport_zclear(ctx))
479 		m.m[MAT_SZ] /= 8;
480 
481 	if (nctx->fallback == HWTNL)
482 		_math_matrix_mul_matrix(&m, &m, &ctx->_ModelProjectMatrix);
483 
484 	BEGIN_NV04(push, NV10_3D(PROJECTION_MATRIX(0)), 16);
485 	PUSH_DATAm(push, m.m);
486 
487 	_math_matrix_dtr(&m);
488 }
489