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 35 #define LIGHT_MODEL_AMBIENT_R(side) \ 36 ((side) ? NV20_3D_LIGHT_MODEL_BACK_AMBIENT_R : \ 37 NV20_3D_LIGHT_MODEL_FRONT_AMBIENT_R) 38 #define LIGHT_AMBIENT_R(side, i) \ 39 ((side) ? NV20_3D_LIGHT_BACK_AMBIENT_R(i) : \ 40 NV20_3D_LIGHT_FRONT_AMBIENT_R(i)) 41 #define LIGHT_DIFFUSE_R(side, i) \ 42 ((side) ? NV20_3D_LIGHT_BACK_DIFFUSE_R(i) : \ 43 NV20_3D_LIGHT_FRONT_DIFFUSE_R(i)) 44 #define LIGHT_SPECULAR_R(side, i) \ 45 ((side) ? NV20_3D_LIGHT_BACK_SPECULAR_R(i) : \ 46 NV20_3D_LIGHT_FRONT_SPECULAR_R(i)) 47 #define MATERIAL_FACTOR_R(side) \ 48 ((side) ? NV20_3D_MATERIAL_FACTOR_BACK_R : \ 49 NV20_3D_MATERIAL_FACTOR_FRONT_R) 50 #define MATERIAL_FACTOR_A(side) \ 51 ((side) ? NV20_3D_MATERIAL_FACTOR_BACK_A : \ 52 NV20_3D_MATERIAL_FACTOR_FRONT_A) 53 #define MATERIAL_SHININESS(side) \ 54 ((side) ? NV20_3D_BACK_MATERIAL_SHININESS(0) : \ 55 NV20_3D_FRONT_MATERIAL_SHININESS(0)) 56 57 void 58 nv20_emit_clip_plane(struct gl_context *ctx, int emit) 59 { 60 } 61 62 static inline unsigned 63 get_material_bitmask(unsigned m) 64 { 65 unsigned ret = 0; 66 67 if (m & MAT_BIT_FRONT_EMISSION) 68 ret |= NV20_3D_COLOR_MATERIAL_FRONT_EMISSION_COL1; 69 if (m & MAT_BIT_FRONT_AMBIENT) 70 ret |= NV20_3D_COLOR_MATERIAL_FRONT_AMBIENT_COL1; 71 if (m & MAT_BIT_FRONT_DIFFUSE) 72 ret |= NV20_3D_COLOR_MATERIAL_FRONT_DIFFUSE_COL1; 73 if (m & MAT_BIT_FRONT_SPECULAR) 74 ret |= NV20_3D_COLOR_MATERIAL_FRONT_SPECULAR_COL1; 75 76 if (m & MAT_BIT_BACK_EMISSION) 77 ret |= NV20_3D_COLOR_MATERIAL_BACK_EMISSION_COL1; 78 if (m & MAT_BIT_BACK_AMBIENT) 79 ret |= NV20_3D_COLOR_MATERIAL_BACK_AMBIENT_COL1; 80 if (m & MAT_BIT_BACK_DIFFUSE) 81 ret |= NV20_3D_COLOR_MATERIAL_BACK_DIFFUSE_COL1; 82 if (m & MAT_BIT_BACK_SPECULAR) 83 ret |= NV20_3D_COLOR_MATERIAL_BACK_SPECULAR_COL1; 84 85 return ret; 86 } 87 88 void 89 nv20_emit_color_material(struct gl_context *ctx, int emit) 90 { 91 struct nouveau_pushbuf *push = context_push(ctx); 92 unsigned mask = get_material_bitmask(ctx->Light._ColorMaterialBitmask); 93 94 BEGIN_NV04(push, NV20_3D(COLOR_MATERIAL), 1); 95 PUSH_DATA (push, ctx->Light.ColorMaterialEnabled ? mask : 0); 96 } 97 98 static unsigned 99 get_fog_mode_signed(unsigned mode) 100 { 101 switch (mode) { 102 case GL_LINEAR: 103 return NV20_3D_FOG_MODE_LINEAR_SIGNED; 104 case GL_EXP: 105 return NV20_3D_FOG_MODE_EXP_SIGNED; 106 case GL_EXP2: 107 return NV20_3D_FOG_MODE_EXP2_SIGNED; 108 default: 109 assert(0); 110 } 111 } 112 113 static unsigned 114 get_fog_mode_unsigned(unsigned mode) 115 { 116 switch (mode) { 117 case GL_LINEAR: 118 return NV20_3D_FOG_MODE_LINEAR_UNSIGNED; 119 case GL_EXP: 120 return NV20_3D_FOG_MODE_EXP_UNSIGNED; 121 case GL_EXP2: 122 return NV20_3D_FOG_MODE_EXP2_UNSIGNED; 123 default: 124 assert(0); 125 } 126 } 127 128 static unsigned 129 get_fog_source(unsigned source, unsigned distance_mode) 130 { 131 switch (source) { 132 case GL_FOG_COORDINATE_EXT: 133 return NV20_3D_FOG_COORD_FOG; 134 case GL_FRAGMENT_DEPTH_EXT: 135 switch (distance_mode) { 136 case GL_EYE_PLANE_ABSOLUTE_NV: 137 return NV20_3D_FOG_COORD_DIST_ORTHOGONAL_ABS; 138 case GL_EYE_PLANE: 139 return NV20_3D_FOG_COORD_DIST_ORTHOGONAL; 140 case GL_EYE_RADIAL_NV: 141 return NV20_3D_FOG_COORD_DIST_RADIAL; 142 default: 143 assert(0); 144 } 145 default: 146 assert(0); 147 } 148 } 149 150 void 151 nv20_emit_fog(struct gl_context *ctx, int emit) 152 { 153 struct nouveau_context *nctx = to_nouveau_context(ctx); 154 struct nouveau_pushbuf *push = context_push(ctx); 155 struct gl_fog_attrib *f = &ctx->Fog; 156 unsigned source = nctx->fallback == HWTNL ? 157 f->FogCoordinateSource : GL_FOG_COORDINATE_EXT; 158 float k[3]; 159 160 nv10_get_fog_coeff(ctx, k); 161 162 BEGIN_NV04(push, NV20_3D(FOG_MODE), 4); 163 PUSH_DATA (push, ((source == GL_FRAGMENT_DEPTH_EXT && 164 f->FogDistanceMode == GL_EYE_PLANE_ABSOLUTE_NV) ? 165 get_fog_mode_unsigned(f->Mode) : 166 get_fog_mode_signed(f->Mode))); 167 PUSH_DATA (push, get_fog_source(source, f->FogDistanceMode)); 168 PUSH_DATAb(push, f->Enabled); 169 PUSH_DATA (push, pack_rgba_f(MESA_FORMAT_RGBA8888_REV, f->Color)); 170 171 BEGIN_NV04(push, NV20_3D(FOG_COEFF(0)), 3); 172 PUSH_DATAp(push, k, 3); 173 } 174 175 void 176 nv20_emit_light_model(struct gl_context *ctx, int emit) 177 { 178 struct nouveau_pushbuf *push = context_push(ctx); 179 struct gl_lightmodel *m = &ctx->Light.Model; 180 181 BEGIN_NV04(push, NV20_3D(SEPARATE_SPECULAR_ENABLE), 1); 182 PUSH_DATAb(push, m->ColorControl == GL_SEPARATE_SPECULAR_COLOR); 183 184 BEGIN_NV04(push, NV20_3D(LIGHT_MODEL), 1); 185 PUSH_DATA (push, ((m->LocalViewer ? 186 NV20_3D_LIGHT_MODEL_VIEWER_LOCAL : 187 NV20_3D_LIGHT_MODEL_VIEWER_NONLOCAL) | 188 (_mesa_need_secondary_color(ctx) ? 189 NV20_3D_LIGHT_MODEL_SEPARATE_SPECULAR : 190 0))); 191 192 BEGIN_NV04(push, NV20_3D(LIGHT_MODEL_TWO_SIDE_ENABLE), 1); 193 PUSH_DATAb(push, ctx->Light.Model.TwoSide); 194 } 195 196 void 197 nv20_emit_light_source(struct gl_context *ctx, int emit) 198 { 199 const int i = emit - NOUVEAU_STATE_LIGHT_SOURCE0; 200 struct nouveau_pushbuf *push = context_push(ctx); 201 struct gl_light *l = &ctx->Light.Light[i]; 202 203 if (l->_Flags & LIGHT_POSITIONAL) { 204 BEGIN_NV04(push, NV20_3D(LIGHT_POSITION_X(i)), 3); 205 PUSH_DATAp(push, l->_Position, 3); 206 207 BEGIN_NV04(push, NV20_3D(LIGHT_ATTENUATION_CONSTANT(i)), 3); 208 PUSH_DATAf(push, l->ConstantAttenuation); 209 PUSH_DATAf(push, l->LinearAttenuation); 210 PUSH_DATAf(push, l->QuadraticAttenuation); 211 212 } else { 213 BEGIN_NV04(push, NV20_3D(LIGHT_DIRECTION_X(i)), 3); 214 PUSH_DATAp(push, l->_VP_inf_norm, 3); 215 216 BEGIN_NV04(push, NV20_3D(LIGHT_HALF_VECTOR_X(i)), 3); 217 PUSH_DATAp(push, l->_h_inf_norm, 3); 218 } 219 220 if (l->_Flags & LIGHT_SPOT) { 221 float k[7]; 222 223 nv10_get_spot_coeff(l, k); 224 225 BEGIN_NV04(push, NV20_3D(LIGHT_SPOT_CUTOFF(i, 0)), 7); 226 PUSH_DATAp(push, k, 7); 227 } 228 } 229 230 #define USE_COLOR_MATERIAL(attr, side) \ 231 (ctx->Light.ColorMaterialEnabled && \ 232 ctx->Light._ColorMaterialBitmask & (1 << MAT_ATTRIB_##attr(side))) 233 234 void 235 nv20_emit_material_ambient(struct gl_context *ctx, int emit) 236 { 237 const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_AMBIENT; 238 struct nouveau_pushbuf *push = context_push(ctx); 239 float (*mat)[4] = ctx->Light.Material.Attrib; 240 float c_scene[3], c_factor[3]; 241 struct gl_light *l; 242 243 if (USE_COLOR_MATERIAL(AMBIENT, side)) { 244 COPY_3V(c_scene, mat[MAT_ATTRIB_EMISSION(side)]); 245 COPY_3V(c_factor, ctx->Light.Model.Ambient); 246 247 } else if (USE_COLOR_MATERIAL(EMISSION, side)) { 248 SCALE_3V(c_scene, mat[MAT_ATTRIB_AMBIENT(side)], 249 ctx->Light.Model.Ambient); 250 ASSIGN_3V(c_factor, 1, 1, 1); 251 252 } else { 253 COPY_3V(c_scene, ctx->Light._BaseColor[side]); 254 ZERO_3V(c_factor); 255 } 256 257 BEGIN_NV04(push, SUBC_3D(LIGHT_MODEL_AMBIENT_R(side)), 3); 258 PUSH_DATAp(push, c_scene, 3); 259 260 if (ctx->Light.ColorMaterialEnabled) { 261 BEGIN_NV04(push, SUBC_3D(MATERIAL_FACTOR_R(side)), 3); 262 PUSH_DATAp(push, c_factor, 3); 263 } 264 265 foreach(l, &ctx->Light.EnabledList) { 266 const int i = l - ctx->Light.Light; 267 float *c_light = (USE_COLOR_MATERIAL(AMBIENT, side) ? 268 l->Ambient : 269 l->_MatAmbient[side]); 270 271 BEGIN_NV04(push, SUBC_3D(LIGHT_AMBIENT_R(side, i)), 3); 272 PUSH_DATAp(push, c_light, 3); 273 } 274 } 275 276 void 277 nv20_emit_material_diffuse(struct gl_context *ctx, int emit) 278 { 279 const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_DIFFUSE; 280 struct nouveau_pushbuf *push = context_push(ctx); 281 GLfloat (*mat)[4] = ctx->Light.Material.Attrib; 282 struct gl_light *l; 283 284 BEGIN_NV04(push, SUBC_3D(MATERIAL_FACTOR_A(side)), 1); 285 PUSH_DATAf(push, mat[MAT_ATTRIB_DIFFUSE(side)][3]); 286 287 foreach(l, &ctx->Light.EnabledList) { 288 const int i = l - ctx->Light.Light; 289 float *c_light = (USE_COLOR_MATERIAL(DIFFUSE, side) ? 290 l->Diffuse : 291 l->_MatDiffuse[side]); 292 293 BEGIN_NV04(push, SUBC_3D(LIGHT_DIFFUSE_R(side, i)), 3); 294 PUSH_DATAp(push, c_light, 3); 295 } 296 } 297 298 void 299 nv20_emit_material_specular(struct gl_context *ctx, int emit) 300 { 301 const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_SPECULAR; 302 struct nouveau_pushbuf *push = context_push(ctx); 303 struct gl_light *l; 304 305 foreach(l, &ctx->Light.EnabledList) { 306 const int i = l - ctx->Light.Light; 307 float *c_light = (USE_COLOR_MATERIAL(SPECULAR, side) ? 308 l->Specular : 309 l->_MatSpecular[side]); 310 311 BEGIN_NV04(push, SUBC_3D(LIGHT_SPECULAR_R(side, i)), 3); 312 PUSH_DATAp(push, c_light, 3); 313 } 314 } 315 316 void 317 nv20_emit_material_shininess(struct gl_context *ctx, int emit) 318 { 319 const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_SHININESS; 320 struct nouveau_pushbuf *push = context_push(ctx); 321 float (*mat)[4] = ctx->Light.Material.Attrib; 322 float k[6]; 323 324 nv10_get_shininess_coeff( 325 CLAMP(mat[MAT_ATTRIB_SHININESS(side)][0], 0, 1024), 326 k); 327 328 BEGIN_NV04(push, SUBC_3D(MATERIAL_SHININESS(side)), 6); 329 PUSH_DATAp(push, k, 6); 330 } 331 332 void 333 nv20_emit_modelview(struct gl_context *ctx, int emit) 334 { 335 struct nouveau_context *nctx = to_nouveau_context(ctx); 336 struct nouveau_pushbuf *push = context_push(ctx); 337 GLmatrix *m = ctx->ModelviewMatrixStack.Top; 338 339 if (nctx->fallback != HWTNL) 340 return; 341 342 if (ctx->Light._NeedEyeCoords || ctx->Fog.Enabled || 343 (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) { 344 BEGIN_NV04(push, NV20_3D(MODELVIEW_MATRIX(0, 0)), 16); 345 PUSH_DATAm(push, m->m); 346 } 347 348 if (ctx->Light.Enabled || 349 (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) { 350 int i, j; 351 352 BEGIN_NV04(push, NV20_3D(INVERSE_MODELVIEW_MATRIX(0, 0)), 12); 353 for (i = 0; i < 3; i++) 354 for (j = 0; j < 4; j++) 355 PUSH_DATAf(push, m->inv[4*i + j]); 356 } 357 } 358 359 void 360 nv20_emit_projection(struct gl_context *ctx, int emit) 361 { 362 struct nouveau_context *nctx = to_nouveau_context(ctx); 363 struct nouveau_pushbuf *push = context_push(ctx); 364 GLmatrix m; 365 366 _math_matrix_ctr(&m); 367 get_viewport_scale(ctx, m.m); 368 369 if (nctx->fallback == HWTNL) 370 _math_matrix_mul_matrix(&m, &m, &ctx->_ModelProjectMatrix); 371 372 BEGIN_NV04(push, NV20_3D(PROJECTION_MATRIX(0)), 16); 373 PUSH_DATAm(push, m.m); 374 375 _math_matrix_dtr(&m); 376 } 377