Home | History | Annotate | Download | only in nouveau
      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
     35 nv10_emit_clip_plane(struct gl_context *ctx, int emit)
     36 {
     37 }
     38 
     39 static inline unsigned
     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
     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
     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
     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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    464 nv10_emit_point_parameter(struct gl_context *ctx, int emit)
    465 {
    466 }
    467 
    468 void
    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