/* * Copyright (C) 2009-2010 Francisco Jerez. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial * portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * */ #include "nouveau_driver.h" #include "nouveau_context.h" #include "nouveau_gldefs.h" #include "nouveau_util.h" #include "nv20_3d.xml.h" #include "nv10_driver.h" #include "nv20_driver.h" #define LIGHT_MODEL_AMBIENT_R(side) \ ((side) ? NV20_3D_LIGHT_MODEL_BACK_AMBIENT_R : \ NV20_3D_LIGHT_MODEL_FRONT_AMBIENT_R) #define LIGHT_AMBIENT_R(side, i) \ ((side) ? NV20_3D_LIGHT_BACK_AMBIENT_R(i) : \ NV20_3D_LIGHT_FRONT_AMBIENT_R(i)) #define LIGHT_DIFFUSE_R(side, i) \ ((side) ? NV20_3D_LIGHT_BACK_DIFFUSE_R(i) : \ NV20_3D_LIGHT_FRONT_DIFFUSE_R(i)) #define LIGHT_SPECULAR_R(side, i) \ ((side) ? NV20_3D_LIGHT_BACK_SPECULAR_R(i) : \ NV20_3D_LIGHT_FRONT_SPECULAR_R(i)) #define MATERIAL_FACTOR_R(side) \ ((side) ? NV20_3D_MATERIAL_FACTOR_BACK_R : \ NV20_3D_MATERIAL_FACTOR_FRONT_R) #define MATERIAL_FACTOR_A(side) \ ((side) ? NV20_3D_MATERIAL_FACTOR_BACK_A : \ NV20_3D_MATERIAL_FACTOR_FRONT_A) #define MATERIAL_SHININESS(side) \ ((side) ? NV20_3D_BACK_MATERIAL_SHININESS(0) : \ NV20_3D_FRONT_MATERIAL_SHININESS(0)) void nv20_emit_clip_plane(struct gl_context *ctx, int emit) { } static inline unsigned get_material_bitmask(unsigned m) { unsigned ret = 0; if (m & MAT_BIT_FRONT_EMISSION) ret |= NV20_3D_COLOR_MATERIAL_FRONT_EMISSION_COL1; if (m & MAT_BIT_FRONT_AMBIENT) ret |= NV20_3D_COLOR_MATERIAL_FRONT_AMBIENT_COL1; if (m & MAT_BIT_FRONT_DIFFUSE) ret |= NV20_3D_COLOR_MATERIAL_FRONT_DIFFUSE_COL1; if (m & MAT_BIT_FRONT_SPECULAR) ret |= NV20_3D_COLOR_MATERIAL_FRONT_SPECULAR_COL1; if (m & MAT_BIT_BACK_EMISSION) ret |= NV20_3D_COLOR_MATERIAL_BACK_EMISSION_COL1; if (m & MAT_BIT_BACK_AMBIENT) ret |= NV20_3D_COLOR_MATERIAL_BACK_AMBIENT_COL1; if (m & MAT_BIT_BACK_DIFFUSE) ret |= NV20_3D_COLOR_MATERIAL_BACK_DIFFUSE_COL1; if (m & MAT_BIT_BACK_SPECULAR) ret |= NV20_3D_COLOR_MATERIAL_BACK_SPECULAR_COL1; return ret; } void nv20_emit_color_material(struct gl_context *ctx, int emit) { struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *kelvin = context_eng3d(ctx); unsigned mask = get_material_bitmask(ctx->Light.ColorMaterialBitmask); BEGIN_RING(chan, kelvin, NV20_3D_COLOR_MATERIAL, 1); OUT_RING(chan, ctx->Light.ColorMaterialEnabled ? mask : 0); } static unsigned get_fog_mode_signed(unsigned mode) { switch (mode) { case GL_LINEAR: return NV20_3D_FOG_MODE_LINEAR_SIGNED; case GL_EXP: return NV20_3D_FOG_MODE_EXP_SIGNED; case GL_EXP2: return NV20_3D_FOG_MODE_EXP2_SIGNED; default: assert(0); } } static unsigned get_fog_mode_unsigned(unsigned mode) { switch (mode) { case GL_LINEAR: return NV20_3D_FOG_MODE_LINEAR_UNSIGNED; case GL_EXP: return NV20_3D_FOG_MODE_EXP_UNSIGNED; case GL_EXP2: return NV20_3D_FOG_MODE_EXP2_UNSIGNED; default: assert(0); } } static unsigned get_fog_source(unsigned source) { switch (source) { case GL_FOG_COORDINATE_EXT: return NV20_3D_FOG_COORD_FOG; case GL_FRAGMENT_DEPTH_EXT: return NV20_3D_FOG_COORD_DIST_ORTHOGONAL_ABS; default: assert(0); } } void nv20_emit_fog(struct gl_context *ctx, int emit) { struct nouveau_context *nctx = to_nouveau_context(ctx); struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *kelvin = context_eng3d(ctx); struct gl_fog_attrib *f = &ctx->Fog; unsigned source = nctx->fallback == HWTNL ? f->FogCoordinateSource : GL_FOG_COORDINATE_EXT; float k[3]; nv10_get_fog_coeff(ctx, k); BEGIN_RING(chan, kelvin, NV20_3D_FOG_MODE, 4); OUT_RING(chan, (source == GL_FOG_COORDINATE_EXT ? get_fog_mode_signed(f->Mode) : get_fog_mode_unsigned(f->Mode))); OUT_RING(chan, get_fog_source(source)); OUT_RINGb(chan, f->Enabled); OUT_RING(chan, pack_rgba_f(MESA_FORMAT_RGBA8888_REV, f->Color)); BEGIN_RING(chan, kelvin, NV20_3D_FOG_COEFF(0), 3); OUT_RINGp(chan, k, 3); } void nv20_emit_light_model(struct gl_context *ctx, int emit) { struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *kelvin = context_eng3d(ctx); struct gl_lightmodel *m = &ctx->Light.Model; BEGIN_RING(chan, kelvin, NV20_3D_SEPARATE_SPECULAR_ENABLE, 1); OUT_RINGb(chan, m->ColorControl == GL_SEPARATE_SPECULAR_COLOR); BEGIN_RING(chan, kelvin, NV20_3D_LIGHT_MODEL, 1); OUT_RING(chan, ((m->LocalViewer ? NV20_3D_LIGHT_MODEL_VIEWER_LOCAL : NV20_3D_LIGHT_MODEL_VIEWER_NONLOCAL) | (_mesa_need_secondary_color(ctx) ? NV20_3D_LIGHT_MODEL_SEPARATE_SPECULAR : 0))); BEGIN_RING(chan, kelvin, NV20_3D_LIGHT_MODEL_TWO_SIDE_ENABLE, 1); OUT_RINGb(chan, ctx->Light.Model.TwoSide); } void nv20_emit_light_source(struct gl_context *ctx, int emit) { const int i = emit - NOUVEAU_STATE_LIGHT_SOURCE0; struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *kelvin = context_eng3d(ctx); struct gl_light *l = &ctx->Light.Light[i]; if (l->_Flags & LIGHT_POSITIONAL) { BEGIN_RING(chan, kelvin, NV20_3D_LIGHT_POSITION_X(i), 3); OUT_RINGp(chan, l->_Position, 3); BEGIN_RING(chan, kelvin, NV20_3D_LIGHT_ATTENUATION_CONSTANT(i), 3); OUT_RINGf(chan, l->ConstantAttenuation); OUT_RINGf(chan, l->LinearAttenuation); OUT_RINGf(chan, l->QuadraticAttenuation); } else { BEGIN_RING(chan, kelvin, NV20_3D_LIGHT_DIRECTION_X(i), 3); OUT_RINGp(chan, l->_VP_inf_norm, 3); BEGIN_RING(chan, kelvin, NV20_3D_LIGHT_HALF_VECTOR_X(i), 3); OUT_RINGp(chan, l->_h_inf_norm, 3); } if (l->_Flags & LIGHT_SPOT) { float k[7]; nv10_get_spot_coeff(l, k); BEGIN_RING(chan, kelvin, NV20_3D_LIGHT_SPOT_CUTOFF(i, 0), 7); OUT_RINGp(chan, k, 7); } } #define USE_COLOR_MATERIAL(attr, side) \ (ctx->Light.ColorMaterialEnabled && \ ctx->Light.ColorMaterialBitmask & (1 << MAT_ATTRIB_##attr(side))) void nv20_emit_material_ambient(struct gl_context *ctx, int emit) { const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_AMBIENT; struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *kelvin = context_eng3d(ctx); float (*mat)[4] = ctx->Light.Material.Attrib; float c_scene[3], c_factor[3]; struct gl_light *l; if (USE_COLOR_MATERIAL(AMBIENT, side)) { COPY_3V(c_scene, mat[MAT_ATTRIB_EMISSION(side)]); COPY_3V(c_factor, ctx->Light.Model.Ambient); } else if (USE_COLOR_MATERIAL(EMISSION, side)) { SCALE_3V(c_scene, mat[MAT_ATTRIB_AMBIENT(side)], ctx->Light.Model.Ambient); ASSIGN_3V(c_factor, 1, 1, 1); } else { COPY_3V(c_scene, ctx->Light._BaseColor[side]); ZERO_3V(c_factor); } BEGIN_RING(chan, kelvin, LIGHT_MODEL_AMBIENT_R(side), 3); OUT_RINGp(chan, c_scene, 3); if (ctx->Light.ColorMaterialEnabled) { BEGIN_RING(chan, kelvin, MATERIAL_FACTOR_R(side), 3); OUT_RINGp(chan, c_factor, 3); } foreach(l, &ctx->Light.EnabledList) { const int i = l - ctx->Light.Light; float *c_light = (USE_COLOR_MATERIAL(AMBIENT, side) ? l->Ambient : l->_MatAmbient[side]); BEGIN_RING(chan, kelvin, LIGHT_AMBIENT_R(side, i), 3); OUT_RINGp(chan, c_light, 3); } } void nv20_emit_material_diffuse(struct gl_context *ctx, int emit) { const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_DIFFUSE; struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *kelvin = context_eng3d(ctx); GLfloat (*mat)[4] = ctx->Light.Material.Attrib; struct gl_light *l; BEGIN_RING(chan, kelvin, MATERIAL_FACTOR_A(side), 1); OUT_RINGf(chan, mat[MAT_ATTRIB_DIFFUSE(side)][3]); foreach(l, &ctx->Light.EnabledList) { const int i = l - ctx->Light.Light; float *c_light = (USE_COLOR_MATERIAL(DIFFUSE, side) ? l->Diffuse : l->_MatDiffuse[side]); BEGIN_RING(chan, kelvin, LIGHT_DIFFUSE_R(side, i), 3); OUT_RINGp(chan, c_light, 3); } } void nv20_emit_material_specular(struct gl_context *ctx, int emit) { const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_SPECULAR; struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *kelvin = context_eng3d(ctx); struct gl_light *l; foreach(l, &ctx->Light.EnabledList) { const int i = l - ctx->Light.Light; float *c_light = (USE_COLOR_MATERIAL(SPECULAR, side) ? l->Specular : l->_MatSpecular[side]); BEGIN_RING(chan, kelvin, LIGHT_SPECULAR_R(side, i), 3); OUT_RINGp(chan, c_light, 3); } } void nv20_emit_material_shininess(struct gl_context *ctx, int emit) { const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_SHININESS; struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *kelvin = context_eng3d(ctx); float (*mat)[4] = ctx->Light.Material.Attrib; float k[6]; nv10_get_shininess_coeff( CLAMP(mat[MAT_ATTRIB_SHININESS(side)][0], 0, 1024), k); BEGIN_RING(chan, kelvin, MATERIAL_SHININESS(side), 6); OUT_RINGp(chan, k, 6); } void nv20_emit_modelview(struct gl_context *ctx, int emit) { struct nouveau_context *nctx = to_nouveau_context(ctx); struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *kelvin = context_eng3d(ctx); GLmatrix *m = ctx->ModelviewMatrixStack.Top; if (nctx->fallback != HWTNL) return; if (ctx->Light._NeedEyeCoords || ctx->Fog.Enabled || (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) { BEGIN_RING(chan, kelvin, NV20_3D_MODELVIEW_MATRIX(0, 0), 16); OUT_RINGm(chan, m->m); } if (ctx->Light.Enabled || (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) { int i, j; BEGIN_RING(chan, kelvin, NV20_3D_INVERSE_MODELVIEW_MATRIX(0, 0), 12); for (i = 0; i < 3; i++) for (j = 0; j < 4; j++) OUT_RINGf(chan, m->inv[4*i + j]); } } void nv20_emit_projection(struct gl_context *ctx, int emit) { struct nouveau_context *nctx = to_nouveau_context(ctx); struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *kelvin = context_eng3d(ctx); GLmatrix m; _math_matrix_ctr(&m); get_viewport_scale(ctx, m.m); if (nctx->fallback == HWTNL) _math_matrix_mul_matrix(&m, &m, &ctx->_ModelProjectMatrix); BEGIN_RING(chan, kelvin, NV20_3D_PROJECTION_MATRIX(0), 16); OUT_RINGm(chan, m.m); _math_matrix_dtr(&m); }