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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 #include "util/bitscan.h"
     34 
     35 void
     36 nv10_emit_clip_plane(struct gl_context *ctx, int emit)
     37 {
     38 }
     39 
     40 static inline unsigned
     41 get_material_bitmask(unsigned m)
     42 {
     43 	unsigned ret = 0;
     44 
     45 	if (m & MAT_BIT_FRONT_EMISSION)
     46 		ret |= NV10_3D_COLOR_MATERIAL_EMISSION;
     47 	if (m & MAT_BIT_FRONT_AMBIENT)
     48 		ret |= NV10_3D_COLOR_MATERIAL_AMBIENT;
     49 	if (m & MAT_BIT_FRONT_DIFFUSE)
     50 		ret |= NV10_3D_COLOR_MATERIAL_DIFFUSE;
     51 	if (m & MAT_BIT_FRONT_SPECULAR)
     52 		ret |= NV10_3D_COLOR_MATERIAL_SPECULAR;
     53 
     54 	return ret;
     55 }
     56 
     57 void
     58 nv10_emit_color_material(struct gl_context *ctx, int emit)
     59 {
     60 	struct nouveau_pushbuf *push = context_push(ctx);
     61 	unsigned mask = get_material_bitmask(ctx->Light._ColorMaterialBitmask);
     62 
     63 	BEGIN_NV04(push, NV10_3D(COLOR_MATERIAL), 1);
     64 	PUSH_DATA (push, ctx->Light.ColorMaterialEnabled ? mask : 0);
     65 }
     66 
     67 static unsigned
     68 get_fog_mode(unsigned mode)
     69 {
     70 	switch (mode) {
     71 	case GL_LINEAR:
     72 		return NV10_3D_FOG_MODE_LINEAR;
     73 	case GL_EXP:
     74 		return NV10_3D_FOG_MODE_EXP;
     75 	case GL_EXP2:
     76 		return NV10_3D_FOG_MODE_EXP2;
     77 	default:
     78 		assert(0);
     79 	}
     80 }
     81 
     82 static unsigned
     83 get_fog_source(unsigned source, unsigned distance_mode)
     84 {
     85 	switch (source) {
     86 	case GL_FOG_COORDINATE_EXT:
     87 		return NV10_3D_FOG_COORD_FOG;
     88 	case GL_FRAGMENT_DEPTH_EXT:
     89 		switch (distance_mode) {
     90 		case GL_EYE_PLANE_ABSOLUTE_NV:
     91 			return NV10_3D_FOG_COORD_DIST_ORTHOGONAL_ABS;
     92 		case GL_EYE_PLANE:
     93 			return NV10_3D_FOG_COORD_DIST_ORTHOGONAL;
     94 		case GL_EYE_RADIAL_NV:
     95 			return NV10_3D_FOG_COORD_DIST_RADIAL;
     96 		default:
     97 			assert(0);
     98 		}
     99 	default:
    100 		assert(0);
    101 	}
    102 }
    103 
    104 void
    105 nv10_get_fog_coeff(struct gl_context *ctx, float k[3])
    106 {
    107 	struct gl_fog_attrib *f = &ctx->Fog;
    108 
    109 	switch (f->Mode) {
    110 	case GL_LINEAR:
    111 		k[0] = 2 + f->Start / (f->End - f->Start);
    112 		k[1] = -1 / (f->End - f->Start);
    113 		break;
    114 
    115 	case GL_EXP:
    116 		k[0] = 1.5;
    117 		k[1] = -0.09 * f->Density;
    118 		break;
    119 
    120 	case GL_EXP2:
    121 		k[0] = 1.5;
    122 		k[1] = -0.21 * f->Density;
    123 		break;
    124 
    125 	default:
    126 		assert(0);
    127 	}
    128 
    129 	k[2] = 0;
    130 }
    131 
    132 void
    133 nv10_emit_fog(struct gl_context *ctx, int emit)
    134 {
    135 	struct nouveau_context *nctx = to_nouveau_context(ctx);
    136 	struct nouveau_pushbuf *push = context_push(ctx);
    137 	struct gl_fog_attrib *f = &ctx->Fog;
    138 	unsigned source = nctx->fallback == HWTNL ?
    139 		f->FogCoordinateSource : GL_FOG_COORDINATE_EXT;
    140 	float k[3];
    141 
    142 	nv10_get_fog_coeff(ctx, k);
    143 
    144 	BEGIN_NV04(push, NV10_3D(FOG_MODE), 4);
    145 	PUSH_DATA (push, get_fog_mode(f->Mode));
    146 	PUSH_DATA (push, get_fog_source(source, f->FogDistanceMode));
    147 	PUSH_DATAb(push, f->Enabled);
    148 	PUSH_DATA (push, pack_rgba_f(MESA_FORMAT_R8G8B8A8_UNORM, f->Color));
    149 
    150 	BEGIN_NV04(push, NV10_3D(FOG_COEFF(0)), 3);
    151 	PUSH_DATAp(push, k, 3);
    152 
    153 	context_dirty(ctx, FRAG);
    154 }
    155 
    156 static inline unsigned
    157 get_light_mode(struct gl_light *l)
    158 {
    159 	if (l->Enabled) {
    160 		if (l->_Flags & LIGHT_SPOT)
    161 			return NV10_3D_ENABLED_LIGHTS_0_DIRECTIONAL;
    162 		else if (l->_Flags & LIGHT_POSITIONAL)
    163 			return NV10_3D_ENABLED_LIGHTS_0_POSITIONAL;
    164 		else
    165 			return NV10_3D_ENABLED_LIGHTS_0_NONPOSITIONAL;
    166 	} else {
    167 		return NV10_3D_ENABLED_LIGHTS_0_DISABLED;
    168 	}
    169 }
    170 
    171 void
    172 nv10_emit_light_enable(struct gl_context *ctx, int emit)
    173 {
    174 	struct nouveau_context *nctx = to_nouveau_context(ctx);
    175 	struct nouveau_pushbuf *push = context_push(ctx);
    176 	uint32_t en_lights = 0;
    177 	int i;
    178 
    179 	if (nctx->fallback != HWTNL) {
    180 		BEGIN_NV04(push, NV10_3D(LIGHTING_ENABLE), 1);
    181 		PUSH_DATA (push, 0);
    182 		return;
    183 	}
    184 
    185 	for (i = 0; i < MAX_LIGHTS; i++)
    186 		en_lights |= get_light_mode(&ctx->Light.Light[i]) << 2 * i;
    187 
    188 	BEGIN_NV04(push, NV10_3D(ENABLED_LIGHTS), 1);
    189 	PUSH_DATA (push, en_lights);
    190 	BEGIN_NV04(push, NV10_3D(LIGHTING_ENABLE), 1);
    191 	PUSH_DATAb(push, ctx->Light.Enabled);
    192 	BEGIN_NV04(push, NV10_3D(NORMALIZE_ENABLE), 1);
    193 	PUSH_DATAb(push, ctx->Transform.Normalize);
    194 }
    195 
    196 void
    197 nv10_emit_light_model(struct gl_context *ctx, int emit)
    198 {
    199 	struct nouveau_pushbuf *push = context_push(ctx);
    200 	struct gl_lightmodel *m = &ctx->Light.Model;
    201 
    202 	BEGIN_NV04(push, NV10_3D(SEPARATE_SPECULAR_ENABLE), 1);
    203 	PUSH_DATAb(push, m->ColorControl == GL_SEPARATE_SPECULAR_COLOR);
    204 
    205 	BEGIN_NV04(push, NV10_3D(LIGHT_MODEL), 1);
    206 	PUSH_DATA (push, ((m->LocalViewer ?
    207 			 NV10_3D_LIGHT_MODEL_LOCAL_VIEWER : 0) |
    208 			(_mesa_need_secondary_color(ctx) ?
    209 			 NV10_3D_LIGHT_MODEL_SEPARATE_SPECULAR : 0) |
    210 			(!ctx->Light.Enabled && ctx->Fog.ColorSumEnabled ?
    211 			 NV10_3D_LIGHT_MODEL_VERTEX_SPECULAR : 0)));
    212 }
    213 
    214 static float
    215 get_shine(const float p[], float x)
    216 {
    217 	const int n = 15;
    218 	const float *y = &p[1];
    219 	float f = (n - 1) * (1 - 1 / (1 + p[0] * x))
    220 		/ (1 - 1 / (1 + p[0] * 1024));
    221 	int i = f;
    222 
    223 	/* Linear interpolation in f-space (Faster and somewhat more
    224 	 * accurate than x-space). */
    225 	if (x == 0)
    226 		return y[0];
    227 	else if (i > n - 2)
    228 		return y[n - 1];
    229 	else
    230 		return y[i] + (y[i + 1] - y[i]) * (f - i);
    231 }
    232 
    233 static const float nv10_spot_params[2][16] = {
    234 	{ 0.02, -3.80e-05, -1.77, -2.41, -2.71, -2.88, -2.98, -3.06,
    235 	  -3.11, -3.17, -3.23, -3.28, -3.37, -3.47, -3.83, -5.11 },
    236 	{ 0.02, -0.01, 1.77, 2.39, 2.70, 2.87, 2.98, 3.06,
    237 	  3.10, 3.16, 3.23, 3.27, 3.37, 3.47, 3.83, 5.11 },
    238 };
    239 
    240 void
    241 nv10_get_spot_coeff(struct gl_light *l, float k[7])
    242 {
    243 	float e = l->SpotExponent;
    244 	float a0, b0, a1, a2, b2, a3;
    245 
    246 	if (e > 0)
    247 		a0 = -1 - 5.36e-3 / sqrt(e);
    248 	else
    249 		a0 = -1;
    250 	b0 = 1 / (1 + 0.273 * e);
    251 
    252 	a1 = get_shine(nv10_spot_params[0], e);
    253 
    254 	a2 = get_shine(nv10_spot_params[1], e);
    255 	b2 = 1 / (1 + 0.273 * e);
    256 
    257 	a3 = 0.9 + 0.278 * e;
    258 
    259 	if (l->SpotCutoff > 0) {
    260 		float cutoff = MAX2(a3, 1 / (1 - l->_CosCutoff));
    261 
    262 		k[0] = MAX2(0, a0 + b0 * cutoff);
    263 		k[1] = a1;
    264 		k[2] = a2 + b2 * cutoff;
    265 		k[3] = - cutoff * l->_NormSpotDirection[0];
    266 		k[4] = - cutoff * l->_NormSpotDirection[1];
    267 		k[5] = - cutoff * l->_NormSpotDirection[2];
    268 		k[6] = 1 - cutoff;
    269 
    270 	} else {
    271 		k[0] = b0;
    272 		k[1] = a1;
    273 		k[2] = a2 + b2;
    274 		k[3] = - l->_NormSpotDirection[0];
    275 		k[4] = - l->_NormSpotDirection[1];
    276 		k[5] = - l->_NormSpotDirection[2];
    277 		k[6] = -1;
    278 	}
    279 }
    280 
    281 void
    282 nv10_emit_light_source(struct gl_context *ctx, int emit)
    283 {
    284 	const int i = emit - NOUVEAU_STATE_LIGHT_SOURCE0;
    285 	struct nouveau_pushbuf *push = context_push(ctx);
    286 	struct gl_light *l = &ctx->Light.Light[i];
    287 
    288 	if (l->_Flags & LIGHT_POSITIONAL) {
    289 		BEGIN_NV04(push, NV10_3D(LIGHT_POSITION_X(i)), 3);
    290 		PUSH_DATAp(push, l->_Position, 3);
    291 
    292 		BEGIN_NV04(push, NV10_3D(LIGHT_ATTENUATION_CONSTANT(i)), 3);
    293 		PUSH_DATAf(push, l->ConstantAttenuation);
    294 		PUSH_DATAf(push, l->LinearAttenuation);
    295 		PUSH_DATAf(push, l->QuadraticAttenuation);
    296 
    297 	} else {
    298 		BEGIN_NV04(push, NV10_3D(LIGHT_DIRECTION_X(i)), 3);
    299 		PUSH_DATAp(push, l->_VP_inf_norm, 3);
    300 
    301 		BEGIN_NV04(push, NV10_3D(LIGHT_HALF_VECTOR_X(i)), 3);
    302 		PUSH_DATAp(push, l->_h_inf_norm, 3);
    303 	}
    304 
    305 	if (l->_Flags & LIGHT_SPOT) {
    306 		float k[7];
    307 
    308 		nv10_get_spot_coeff(l, k);
    309 
    310 		BEGIN_NV04(push, NV10_3D(LIGHT_SPOT_CUTOFF(i, 0)), 7);
    311 		PUSH_DATAp(push, k, 7);
    312 	}
    313 }
    314 
    315 #define USE_COLOR_MATERIAL(attr)					\
    316 	(ctx->Light.ColorMaterialEnabled &&				\
    317 	 ctx->Light._ColorMaterialBitmask & (1 << MAT_ATTRIB_FRONT_##attr))
    318 
    319 void
    320 nv10_emit_material_ambient(struct gl_context *ctx, int emit)
    321 {
    322 	struct nouveau_pushbuf *push = context_push(ctx);
    323 	float (*mat)[4] = ctx->Light.Material.Attrib;
    324 	float c_scene[3], c_factor[3];
    325 	GLbitfield mask;
    326 
    327 	if (USE_COLOR_MATERIAL(AMBIENT)) {
    328 		COPY_3V(c_scene, ctx->Light.Model.Ambient);
    329 		COPY_3V(c_factor, mat[MAT_ATTRIB_FRONT_EMISSION]);
    330 
    331 	} else if (USE_COLOR_MATERIAL(EMISSION)) {
    332 		SCALE_3V(c_scene, mat[MAT_ATTRIB_FRONT_AMBIENT],
    333 			 ctx->Light.Model.Ambient);
    334 		ZERO_3V(c_factor);
    335 
    336 	} else {
    337 		COPY_3V(c_scene, ctx->Light._BaseColor[0]);
    338 		ZERO_3V(c_factor);
    339 	}
    340 
    341 	BEGIN_NV04(push, NV10_3D(LIGHT_MODEL_AMBIENT_R), 3);
    342 	PUSH_DATAp(push, c_scene, 3);
    343 
    344 	if (ctx->Light.ColorMaterialEnabled) {
    345 		BEGIN_NV04(push, NV10_3D(MATERIAL_FACTOR_R), 3);
    346 		PUSH_DATAp(push, c_factor, 3);
    347 	}
    348 
    349 	mask = ctx->Light._EnabledLights;
    350 	while (mask) {
    351 		const int i = u_bit_scan(&mask);
    352 		struct gl_light *l = &ctx->Light.Light[i];
    353 		float *c_light = (USE_COLOR_MATERIAL(AMBIENT) ?
    354 				  l->Ambient :
    355 				  l->_MatAmbient[0]);
    356 
    357 		BEGIN_NV04(push, NV10_3D(LIGHT_AMBIENT_R(i)), 3);
    358 		PUSH_DATAp(push, c_light, 3);
    359 	}
    360 }
    361 
    362 void
    363 nv10_emit_material_diffuse(struct gl_context *ctx, int emit)
    364 {
    365 	struct nouveau_pushbuf *push = context_push(ctx);
    366 	GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
    367 	GLbitfield mask;
    368 
    369 	BEGIN_NV04(push, NV10_3D(MATERIAL_FACTOR_A), 1);
    370 	PUSH_DATAf(push, mat[MAT_ATTRIB_FRONT_DIFFUSE][3]);
    371 
    372 	mask = ctx->Light._EnabledLights;
    373 	while (mask) {
    374 		const int i = u_bit_scan(&mask);
    375 		struct gl_light *l = &ctx->Light.Light[i];
    376 		float *c_light = (USE_COLOR_MATERIAL(DIFFUSE) ?
    377 				  l->Diffuse :
    378 				  l->_MatDiffuse[0]);
    379 
    380 		BEGIN_NV04(push, NV10_3D(LIGHT_DIFFUSE_R(i)), 3);
    381 		PUSH_DATAp(push, c_light, 3);
    382 	}
    383 }
    384 
    385 void
    386 nv10_emit_material_specular(struct gl_context *ctx, int emit)
    387 {
    388 	struct nouveau_pushbuf *push = context_push(ctx);
    389 	GLbitfield mask;
    390 
    391 	mask = ctx->Light._EnabledLights;
    392 	while (mask) {
    393 		const int i = u_bit_scan(&mask);
    394 		struct gl_light *l = &ctx->Light.Light[i];
    395 		float *c_light = (USE_COLOR_MATERIAL(SPECULAR) ?
    396 				  l->Specular :
    397 				  l->_MatSpecular[0]);
    398 
    399 		BEGIN_NV04(push, NV10_3D(LIGHT_SPECULAR_R(i)), 3);
    400 		PUSH_DATAp(push, c_light, 3);
    401 	}
    402 }
    403 
    404 static const float nv10_shininess_param[6][16] = {
    405 	{ 0.70, 0.00, 0.06, 0.06, 0.05, 0.04, 0.02, 0.00,
    406 	  -0.06, -0.13, -0.24, -0.36, -0.51, -0.66, -0.82, -1.00 },
    407 	{ 0.01, 1.00, -2.29, -2.77, -2.96, -3.06, -3.12, -3.18,
    408 	  -3.24, -3.29, -3.36, -3.43, -3.51, -3.75, -4.33, -5.11 },
    409 	{ 0.02, 0.00, 2.28, 2.75, 2.94, 3.04, 3.1, 3.15,
    410 	  3.18, 3.22, 3.27, 3.32, 3.39, 3.48, 3.84, 5.11 },
    411 	{ 0.70, 0.00, 0.05, 0.06, 0.06, 0.06, 0.05, 0.04,
    412 	  0.02, 0.01, -0.03, -0.12, -0.25, -0.43, -0.68, -0.99 },
    413 	{ 0.01, 1.00, -1.61, -2.35, -2.67, -2.84, -2.96, -3.05,
    414 	  -3.08, -3.14, -3.2, -3.26, -3.32, -3.42, -3.54, -4.21 },
    415 	{ 0.01, 0.00, 2.25, 2.73, 2.92, 3.03, 3.09, 3.15,
    416 	  3.16, 3.21, 3.25, 3.29, 3.35, 3.43, 3.56, 4.22 },
    417 };
    418 
    419 void
    420 nv10_get_shininess_coeff(float s, float k[6])
    421 {
    422 	int i;
    423 
    424 	for (i = 0; i < 6; i++)
    425 		k[i] = get_shine(nv10_shininess_param[i], s);
    426 }
    427 
    428 void
    429 nv10_emit_material_shininess(struct gl_context *ctx, int emit)
    430 {
    431 	struct nouveau_pushbuf *push = context_push(ctx);
    432 	float (*mat)[4] = ctx->Light.Material.Attrib;
    433 	float k[6];
    434 
    435 	nv10_get_shininess_coeff(
    436 		CLAMP(mat[MAT_ATTRIB_FRONT_SHININESS][0], 0, 1024),
    437 		k);
    438 
    439 	BEGIN_NV04(push, NV10_3D(MATERIAL_SHININESS(0)), 6);
    440 	PUSH_DATAp(push, k, 6);
    441 }
    442 
    443 void
    444 nv10_emit_modelview(struct gl_context *ctx, int emit)
    445 {
    446 	struct nouveau_context *nctx = to_nouveau_context(ctx);
    447 	struct nouveau_pushbuf *push = context_push(ctx);
    448 	GLmatrix *m = ctx->ModelviewMatrixStack.Top;
    449 
    450 	if (nctx->fallback != HWTNL)
    451 		return;
    452 
    453 	if (ctx->Light._NeedEyeCoords || ctx->Fog.Enabled ||
    454 	    (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) {
    455 		BEGIN_NV04(push, NV10_3D(MODELVIEW_MATRIX(0, 0)), 16);
    456 		PUSH_DATAm(push, m->m);
    457 	}
    458 
    459 	if (ctx->Light.Enabled ||
    460 	    (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) {
    461 		int i, j;
    462 
    463 		BEGIN_NV04(push, NV10_3D(INVERSE_MODELVIEW_MATRIX(0, 0)), 12);
    464 		for (i = 0; i < 3; i++)
    465 			for (j = 0; j < 4; j++)
    466 				PUSH_DATAf(push, m->inv[4*i + j]);
    467 	}
    468 }
    469 
    470 void
    471 nv10_emit_point_parameter(struct gl_context *ctx, int emit)
    472 {
    473 }
    474 
    475 void
    476 nv10_emit_projection(struct gl_context *ctx, int emit)
    477 {
    478 	struct nouveau_context *nctx = to_nouveau_context(ctx);
    479 	struct nouveau_pushbuf *push = context_push(ctx);
    480 	GLmatrix m;
    481 
    482 	_math_matrix_ctr(&m);
    483 	get_viewport_scale(ctx, m.m);
    484 
    485 	if (nv10_use_viewport_zclear(ctx))
    486 		m.m[MAT_SZ] /= 8;
    487 
    488 	if (nctx->fallback == HWTNL)
    489 		_math_matrix_mul_matrix(&m, &m, &ctx->_ModelProjectMatrix);
    490 
    491 	BEGIN_NV04(push, NV10_3D(PROJECTION_MATRIX(0)), 16);
    492 	PUSH_DATAm(push, m.m);
    493 
    494 	_math_matrix_dtr(&m);
    495 }
    496