#include "nv04_context.h" #include "nv04_state.h" static void nv04_vertex_layout(struct pipe_context* pipe) { struct nv04_context *nv04 = nv04_context(pipe); struct nv04_fragment_program *fp = nv04->fragprog.current; uint32_t src = 0; int i; struct vertex_info vinfo; memset(&vinfo, 0, sizeof(vinfo)); for (i = 0; i < fp->info.num_inputs; i++) { switch (i) { case TGSI_SEMANTIC_POSITION: draw_emit_vertex_attr(&vinfo, EMIT_4F, INTERP_LINEAR, src++); break; case TGSI_SEMANTIC_COLOR: draw_emit_vertex_attr(&vinfo, EMIT_4F, INTERP_LINEAR, src++); break; default: case TGSI_SEMANTIC_GENERIC: draw_emit_vertex_attr(&vinfo, EMIT_4F, INTERP_PERSPECTIVE, src++); break; case TGSI_SEMANTIC_FOG: draw_emit_vertex_attr(&vinfo, EMIT_4F, INTERP_PERSPECTIVE, src++); break; } } draw_compute_vertex_size(&vinfo); } static uint32_t nv04_blend_func(uint32_t f) { switch ( f ) { case PIPE_BLENDFACTOR_ZERO: return 0x1; case PIPE_BLENDFACTOR_ONE: return 0x2; case PIPE_BLENDFACTOR_SRC_COLOR: return 0x3; case PIPE_BLENDFACTOR_INV_SRC_COLOR: return 0x4; case PIPE_BLENDFACTOR_SRC_ALPHA: return 0x5; case PIPE_BLENDFACTOR_INV_SRC_ALPHA: return 0x6; case PIPE_BLENDFACTOR_DST_ALPHA: return 0x7; case PIPE_BLENDFACTOR_INV_DST_ALPHA: return 0x8; case PIPE_BLENDFACTOR_DST_COLOR: return 0x9; case PIPE_BLENDFACTOR_INV_DST_COLOR: return 0xA; case PIPE_BLENDFACTOR_SRC_ALPHA_SATURATE: return 0xB; } NOUVEAU_MSG("Unable to find the blend function 0x%x\n",f); return 0; } static void nv04_emit_control(struct nv04_context* nv04) { uint32_t control = nv04->dsa->control; BEGIN_RING(fahrenheit, NV04_DX5_TEXTURED_TRIANGLE_CONTROL, 1); OUT_RING(control); } static void nv04_emit_blend(struct nv04_context* nv04) { uint32_t blend; blend=0x4; // texture MODULATE_ALPHA blend|=0x20; // alpha is MSB blend|=(2<<6); // flat shading blend|=(1<<8); // persp correct blend|=(0<<16); // no fog blend|=(nv04->blend->b_enable<<20); blend|=(nv04_blend_func(nv04->blend->b_src)<<24); blend|=(nv04_blend_func(nv04->blend->b_dst)<<28); BEGIN_RING(fahrenheit, NV04_DX5_TEXTURED_TRIANGLE_BLEND, 1); OUT_RING(blend); } static void nv04_emit_sampler(struct nv04_context *nv04, int unit) { struct nv04_miptree *nv04mt = nv04->tex_miptree[unit]; struct pipe_texture *pt = &nv04mt->base; BEGIN_RING(fahrenheit, NV04_DX5_TEXTURED_TRIANGLE_OFFSET, 3); OUT_RELOCl(nv04mt->buffer, 0, NOUVEAU_BO_VRAM | NOUVEAU_BO_GART | NOUVEAU_BO_RD); OUT_RELOCd(nv04mt->buffer, (nv04->fragtex.format | nv04->sampler[unit]->format), NOUVEAU_BO_VRAM | NOUVEAU_BO_GART | NOUVEAU_BO_OR | NOUVEAU_BO_RD, 1/*VRAM*/,2/*TT*/); OUT_RING(nv04->sampler[unit]->filter); } void nv04_emit_hw_state(struct nv04_context *nv04) { int i; if (nv04->dirty & NV04_NEW_VERTPROG) { //nv04_vertprog_bind(nv04, nv04->vertprog.current); nv04->dirty &= ~NV04_NEW_VERTPROG; } if (nv04->dirty & NV04_NEW_FRAGPROG) { nv04_fragprog_bind(nv04, nv04->fragprog.current); /*XXX: clear NV04_NEW_FRAGPROG if no new program uploaded */ nv04->dirty_samplers |= (1<<10); nv04->dirty_samplers = 0; } if (nv04->dirty & NV04_NEW_CONTROL) { nv04->dirty &= ~NV04_NEW_CONTROL; BEGIN_RING(fahrenheit, NV04_DX5_TEXTURED_TRIANGLE_CONTROL, 1); OUT_RING(nv04->dsa->control); } if (nv04->dirty & NV04_NEW_BLEND) { nv04->dirty &= ~NV04_NEW_BLEND; nv04_emit_blend(nv04); } if (nv04->dirty & NV04_NEW_SAMPLER) { nv04->dirty &= ~NV04_NEW_SAMPLER; nv04_emit_sampler(nv04, 0); } if (nv04->dirty & NV04_NEW_VIEWPORT) { nv04->dirty &= ~NV04_NEW_VIEWPORT; // nv04_state_emit_viewport(nv04); } /* Emit relocs for every referenced buffer. * This is to ensure the bufmgr has an accurate idea of how * the buffer is used. This isn't very efficient, but we don't * seem to take a significant performance hit. Will be improved * at some point. Vertex arrays are emitted by nv04_vbo.c */ /* Render target */ /* BEGIN_RING(context_surfaces_3d, NV04_CONTEXT_SURFACES_3D_PITCH, 2); OUT_RING(rt->stride|(zeta->stride<<16)); OUT_RELOCl(rt->buffer, 0, NOUVEAU_BO_VRAM | NOUVEAU_BO_WR); if (fb->zsbuf) { BEGIN_RING(context_surfaces_3d, NV04_CONTEXT_SURFACES_3D_OFFSET_ZETA, 1); OUT_RELOCl(zeta->buffer, 0, NOUVEAU_BO_VRAM | NOUVEAU_BO_WR); }*/ /* Texture images */ for (i = 0; i < 1; i++) { if (!(nv04->fp_samplers & (1 << i))) continue; struct nv04_miptree *nv04mt = nv04->tex_miptree[i]; BEGIN_RING(fahrenheit, NV04_DX5_TEXTURED_TRIANGLE_OFFSET, 2); OUT_RELOCl(nv04mt->buffer, 0, NOUVEAU_BO_VRAM | NOUVEAU_BO_GART | NOUVEAU_BO_RD); OUT_RELOCd(nv04mt->buffer, (nv04->fragtex.format | nv04->sampler[i]->format), NOUVEAU_BO_VRAM | NOUVEAU_BO_GART | NOUVEAU_BO_OR | NOUVEAU_BO_RD, 1/*VRAM*/,2/*TT*/); } }