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 "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