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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
     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
     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
     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
    117 nv04_defer_control(struct gl_context *ctx, int emit)
    118 {
    119 	context_dirty(ctx, CONTROL);
    120 }
    121 
    122 void
    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 (ctx->Color.ColorMask[0][RCOMP])
    166 		nv04->ctrl[0] |= NV04_MULTITEX_TRIANGLE_CONTROL0_RED_WRITE;
    167 	if (ctx->Color.ColorMask[0][GCOMP])
    168 		nv04->ctrl[0] |= NV04_MULTITEX_TRIANGLE_CONTROL0_GREEN_WRITE;
    169 	if (ctx->Color.ColorMask[0][BCOMP])
    170 		nv04->ctrl[0] |= NV04_MULTITEX_TRIANGLE_CONTROL0_BLUE_WRITE;
    171 	if (ctx->Color.ColorMask[0][ACOMP])
    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
    192 nv04_defer_blend(struct gl_context *ctx, int emit)
    193 {
    194 	context_dirty(ctx, BLEND);
    195 }
    196 
    197 void
    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