1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
|
/**************************************************************************
Copyright 2007 Stephane Marchesin
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
on the rights to use, copy, modify, merge, publish, distribute, sub
license, 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 NON-INFRINGEMENT. IN NO EVENT SHALL
ERIC ANHOLT OR SILICON INTEGRATED SYSTEMS CORP 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_context.h"
#include "nouveau_object.h"
#include "nouveau_fifo.h"
#include "nouveau_reg.h"
#include "nouveau_msg.h"
#include "tnl/t_pipeline.h"
#include "mtypes.h"
#include "colormac.h"
static uint32_t nv04_compare_func(GLuint f)
{
switch ( f ) {
case GL_NEVER: return 1;
case GL_LESS: return 2;
case GL_EQUAL: return 3;
case GL_LEQUAL: return 4;
case GL_GREATER: return 5;
case GL_NOTEQUAL: return 6;
case GL_GEQUAL: return 7;
case GL_ALWAYS: return 8;
}
WARN_ONCE("Unable to find the function\n");
return 0;
}
static uint32_t nv04_blend_func(GLuint f)
{
switch ( f ) {
case GL_ZERO: return 0x1;
case GL_ONE: return 0x2;
case GL_SRC_COLOR: return 0x3;
case GL_ONE_MINUS_SRC_COLOR: return 0x4;
case GL_SRC_ALPHA: return 0x5;
case GL_ONE_MINUS_SRC_ALPHA: return 0x6;
case GL_DST_ALPHA: return 0x7;
case GL_ONE_MINUS_DST_ALPHA: return 0x8;
case GL_DST_COLOR: return 0x9;
case GL_ONE_MINUS_DST_COLOR: return 0xA;
case GL_SRC_ALPHA_SATURATE: return 0xB;
}
WARN_ONCE("Unable to find the function 0x%x\n",f);
return 0;
}
static void nv04_emit_control(GLcontext *ctx)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
uint32_t control,cull;
GLubyte alpha_ref;
CLAMPED_FLOAT_TO_UBYTE(alpha_ref, ctx->Color.AlphaRef);
control=alpha_ref;
control|=(nv04_compare_func(ctx->Color.AlphaFunc)<<8);
control|=(ctx->Color.AlphaEnabled<<12);
control|=(1<<13);
control|=(ctx->Depth.Test<<14);
control|=(nv04_compare_func(ctx->Depth.Func)<<16);
if ((ctx->Polygon.CullFlag)&&(ctx->Polygon.CullFaceMode!=GL_FRONT_AND_BACK))
{
if ((ctx->Polygon.FrontFace==GL_CW)&&(ctx->Polygon.CullFaceMode==GL_FRONT))
cull=2;
if ((ctx->Polygon.FrontFace==GL_CW)&&(ctx->Polygon.CullFaceMode==GL_BACK))
cull=3;
if ((ctx->Polygon.FrontFace==GL_CCW)&&(ctx->Polygon.CullFaceMode==GL_FRONT))
cull=3;
if ((ctx->Polygon.FrontFace==GL_CCW)&&(ctx->Polygon.CullFaceMode==GL_BACK))
cull=2;
}
else
if (ctx->Polygon.CullFaceMode==GL_FRONT_AND_BACK)
cull=0;
else
cull=1;
control|=(cull<<20);
control|=(ctx->Color.DitherFlag<<22);
if ((ctx->Depth.Test)&&(ctx->Depth.Mask))
control|=(1<<24);
control|=(1<<30); // integer zbuffer format
BEGIN_RING_CACHE(NvSub3D, NV04_DX5_TEXTURED_TRIANGLE_CONTROL, 1);
OUT_RING_CACHE(control);
}
static void nv04_emit_blend(GLcontext *ctx)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
uint32_t blend;
blend=0x4; // texture MODULATE_ALPHA
blend|=0x20; // alpha is MSB
switch(ctx->Light.ShadeModel) {
case GL_SMOOTH:blend|=(1<<6);break;
case GL_FLAT: blend|=(2<<6);break;
default:break;
}
if (ctx->Hint.PerspectiveCorrection!=GL_FASTEST)
blend|=(1<<8);
blend|=(ctx->Fog.Enabled<<16);
blend|=(ctx->Color.BlendEnabled<<20);
blend|=(nv04_blend_func(ctx->Color.BlendSrcRGB)<<24);
blend|=(nv04_blend_func(ctx->Color.BlendDstRGB)<<28);
BEGIN_RING_CACHE(NvSub3D, NV04_DX5_TEXTURED_TRIANGLE_BLEND, 1);
OUT_RING_CACHE(blend);
}
static void nv04_emit_fog_color(GLcontext *ctx)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
GLubyte c[4];
c[0] = FLOAT_TO_UBYTE( ctx->Fog.Color[0] );
c[1] = FLOAT_TO_UBYTE( ctx->Fog.Color[1] );
c[2] = FLOAT_TO_UBYTE( ctx->Fog.Color[2] );
c[3] = FLOAT_TO_UBYTE( ctx->Fog.Color[3] );
BEGIN_RING_CACHE(NvSub3D, NV04_DX5_TEXTURED_TRIANGLE_FOG_COLOR, 1);
OUT_RING_CACHE(PACK_COLOR_8888_REV(c[0],c[1],c[2],c[3]));
}
static void nv04AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref)
{
nv04_emit_control(ctx);
}
static void nv04BlendColor(GLcontext *ctx, const GLfloat color[4])
{
nv04_emit_blend(ctx);
}
static void nv04BlendEquationSeparate(GLcontext *ctx, GLenum modeRGB, GLenum modeA)
{
nv04_emit_blend(ctx);
}
static void nv04BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB,
GLenum sfactorA, GLenum dfactorA)
{
nv04_emit_blend(ctx);
}
static void nv04Clear(GLcontext *ctx, GLbitfield mask)
{
/* TODO */
}
static void nv04ClearColor(GLcontext *ctx, const GLfloat color[4])
{
/* TODO */
}
static void nv04ClearDepth(GLcontext *ctx, GLclampd d)
{
/* TODO */
}
static void nv04ClearStencil(GLcontext *ctx, GLint s)
{
/* TODO */
}
static void nv04ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation)
{
/* TODO */
}
static void nv04ColorMask(GLcontext *ctx, GLboolean rmask, GLboolean gmask,
GLboolean bmask, GLboolean amask )
{
/* TODO */
}
static void nv04ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode)
{
/* TODO I need love */
}
static void nv04CullFace(GLcontext *ctx, GLenum mode)
{
nv04_emit_control(ctx);
}
static void nv04FrontFace(GLcontext *ctx, GLenum mode)
{
/* TODO */
}
static void nv04DepthFunc(GLcontext *ctx, GLenum func)
{
nv04_emit_control(ctx);
}
static void nv04DepthMask(GLcontext *ctx, GLboolean flag)
{
/* TODO */
}
static void nv04DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval)
{
/* TODO */
}
/** Specify the current buffer for writing */
//void (*DrawBuffer)( GLcontext *ctx, GLenum buffer );
/** Specify the buffers for writing for fragment programs*/
//void (*DrawBuffers)( GLcontext *ctx, GLsizei n, const GLenum *buffers );
static void nv04Enable(GLcontext *ctx, GLenum cap, GLboolean state)
{
switch(cap)
{
case GL_ALPHA_TEST:
nv04_emit_control(ctx);
break;
// case GL_AUTO_NORMAL:
case GL_BLEND:
nv04_emit_blend(ctx);
break;
// case GL_CLIP_PLANE0:
// case GL_CLIP_PLANE1:
// case GL_CLIP_PLANE2:
// case GL_CLIP_PLANE3:
// case GL_CLIP_PLANE4:
// case GL_CLIP_PLANE5:
// case GL_COLOR_LOGIC_OP:
// case GL_COLOR_MATERIAL:
// case GL_COLOR_SUM_EXT:
// case GL_COLOR_TABLE:
// case GL_CONVOLUTION_1D:
// case GL_CONVOLUTION_2D:
case GL_CULL_FACE:
nv04_emit_control(ctx);
break;
case GL_DEPTH_TEST:
nv04_emit_control(ctx);
break;
case GL_DITHER:
nv04_emit_control(ctx);
break;
case GL_FOG:
nv04_emit_blend(ctx);
nv04_emit_fog_color(ctx);
break;
// case GL_HISTOGRAM:
// case GL_INDEX_LOGIC_OP:
// case GL_LIGHT0:
// case GL_LIGHT1:
// case GL_LIGHT2:
// case GL_LIGHT3:
// case GL_LIGHT4:
// case GL_LIGHT5:
// case GL_LIGHT6:
// case GL_LIGHT7:
// case GL_LIGHTING:
// case GL_LINE_SMOOTH:
// case GL_LINE_STIPPLE:
// case GL_MAP1_COLOR_4:
// case GL_MAP1_INDEX:
// case GL_MAP1_NORMAL:
// case GL_MAP1_TEXTURE_COORD_1:
// case GL_MAP1_TEXTURE_COORD_2:
// case GL_MAP1_TEXTURE_COORD_3:
// case GL_MAP1_TEXTURE_COORD_4:
// case GL_MAP1_VERTEX_3:
// case GL_MAP1_VERTEX_4:
// case GL_MAP2_COLOR_4:
// case GL_MAP2_INDEX:
// case GL_MAP2_NORMAL:
// case GL_MAP2_TEXTURE_COORD_1:
// case GL_MAP2_TEXTURE_COORD_2:
// case GL_MAP2_TEXTURE_COORD_3:
// case GL_MAP2_TEXTURE_COORD_4:
// case GL_MAP2_VERTEX_3:
// case GL_MAP2_VERTEX_4:
// case GL_MINMAX:
// case GL_NORMALIZE:
// case GL_POINT_SMOOTH:
// case GL_POLYGON_OFFSET_POINT:
// case GL_POLYGON_OFFSET_LINE:
// case GL_POLYGON_OFFSET_FILL:
// case GL_POLYGON_SMOOTH:
// case GL_POLYGON_STIPPLE:
// case GL_POST_COLOR_MATRIX_COLOR_TABLE:
// case GL_POST_CONVOLUTION_COLOR_TABLE:
// case GL_RESCALE_NORMAL:
// case GL_SCISSOR_TEST:
// case GL_SEPARABLE_2D:
// case GL_STENCIL_TEST:
// case GL_TEXTURE_GEN_Q:
// case GL_TEXTURE_GEN_R:
// case GL_TEXTURE_GEN_S:
// case GL_TEXTURE_GEN_T:
// case GL_TEXTURE_1D:
// case GL_TEXTURE_2D:
// case GL_TEXTURE_3D:
}
}
static void nv04Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
{
nv04_emit_blend(ctx);
nv04_emit_fog_color(ctx);
}
static void nv04Hint(GLcontext *ctx, GLenum target, GLenum mode)
{
switch(target)
{
case GL_PERSPECTIVE_CORRECTION_HINT:nv04_emit_blend(ctx);break;
default:break;
}
}
static void nv04LineStipple(GLcontext *ctx, GLint factor, GLushort pattern )
{
/* TODO not even in your dreams */
}
static void nv04LineWidth(GLcontext *ctx, GLfloat width)
{
/* TODO */
}
static void nv04LogicOpcode(GLcontext *ctx, GLenum opcode)
{
/* TODO */
}
static void nv04PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
{
/* TODO */
}
static void nv04PointSize(GLcontext *ctx, GLfloat size)
{
/* TODO */
}
static void nv04PolygonMode(GLcontext *ctx, GLenum face, GLenum mode)
{
/* TODO */
}
/** Set the scale and units used to calculate depth values */
static void nv04PolygonOffset(GLcontext *ctx, GLfloat factor, GLfloat units)
{
/* TODO */
}
/** Set the polygon stippling pattern */
static void nv04PolygonStipple(GLcontext *ctx, const GLubyte *mask )
{
/* TODO */
}
/* Specifies the current buffer for reading */
void (*ReadBuffer)( GLcontext *ctx, GLenum buffer );
/** Set rasterization mode */
void (*RenderMode)(GLcontext *ctx, GLenum mode );
/** Define the scissor box */
static void nv04Scissor(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
{
/* TODO */
}
/** Select flat or smooth shading */
static void nv04ShadeModel(GLcontext *ctx, GLenum mode)
{
nv04_emit_blend(ctx);
}
/** OpenGL 2.0 two-sided StencilFunc */
static void nv04StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func,
GLint ref, GLuint mask)
{
/* TODO */
}
/** OpenGL 2.0 two-sided StencilMask */
static void nv04StencilMaskSeparate(GLcontext *ctx, GLenum face, GLuint mask)
{
/* TODO */
}
/** OpenGL 2.0 two-sided StencilOp */
static void nv04StencilOpSeparate(GLcontext *ctx, GLenum face, GLenum fail,
GLenum zfail, GLenum zpass)
{
/* TODO */
}
/** Control the generation of texture coordinates */
void (*TexGen)(GLcontext *ctx, GLenum coord, GLenum pname,
const GLfloat *params);
/** Set texture environment parameters */
void (*TexEnv)(GLcontext *ctx, GLenum target, GLenum pname,
const GLfloat *param);
/** Set texture parameters */
void (*TexParameter)(GLcontext *ctx, GLenum target,
struct gl_texture_object *texObj,
GLenum pname, const GLfloat *params);
/* Update anything that depends on the window position/size */
static void nv04WindowMoved(nouveauContextPtr nmesa)
{
}
/* Initialise any card-specific non-GL related state */
static GLboolean nv04InitCard(nouveauContextPtr nmesa)
{
nouveauObjectOnSubchannel(nmesa, NvSub3D, Nv3D);
nouveauObjectOnSubchannel(nmesa, NvSubCtxSurf3D, NvCtxSurf3D);
BEGIN_RING_SIZE(NvSubCtxSurf3D, NV04_CONTEXT_SURFACES_3D_DMA_NOTIFY, 3);
OUT_RING(NvDmaFB);
OUT_RING(NvDmaFB);
OUT_RING(NvDmaFB);
BEGIN_RING_SIZE(NvSub3D, NV04_DX5_TEXTURED_TRIANGLE_SURFACE, 1);
OUT_RING(NvCtxSurf3D);
return GL_TRUE;
}
/* Update buffer offset/pitch/format */
static GLboolean nv04BindBuffers(nouveauContextPtr nmesa, int num_color,
nouveau_renderbuffer_t **color,
nouveau_renderbuffer_t *depth)
{
GLuint x, y, w, h;
uint32_t depth_pitch=(depth?depth->pitch:0+15)&~15+16;
if (depth_pitch<256) depth_pitch=256;
w = color[0]->mesa.Width;
h = color[0]->mesa.Height;
x = nmesa->drawX;
y = nmesa->drawY;
BEGIN_RING_SIZE(NvSubCtxSurf3D, NV04_CONTEXT_SURFACES_3D_FORMAT, 1);
if (color[0]->mesa._ActualFormat == GL_RGBA8)
OUT_RING(0x108/*A8R8G8B8*/);
else
OUT_RING(0x103/*R5G6B5*/);
/* FIXME pitches have to be aligned ! */
BEGIN_RING_SIZE(NvSubCtxSurf3D, NV04_CONTEXT_SURFACES_3D_PITCH, 2);
OUT_RING(color[0]->pitch|(depth_pitch<<16));
OUT_RING(color[0]->offset);
if (depth) {
BEGIN_RING_SIZE(NvSubCtxSurf3D, NV04_CONTEXT_SURFACES_3D_OFFSET_ZETA, 1);
OUT_RING(depth->offset);
}
// BEGIN_RING_SIZE(NvSubCtxSurf3D, NV04_CONTEXT_SURFACES_3D_CLIP_HORIZONTAL, 2);
// OUT_RING((w<<16)|x);
// OUT_RING((h<<16)|y);
/* FIXME not sure... */
/* BEGIN_RING_SIZE(NvSubCtxSurf3D, NV04_CONTEXT_SURFACES_3D_CLIP_SIZE, 1);
OUT_RING((h<<16)|w);*/
return GL_TRUE;
}
void nv04InitStateFuncs(GLcontext *ctx, struct dd_function_table *func)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
func->AlphaFunc = nv04AlphaFunc;
func->BlendColor = nv04BlendColor;
func->BlendEquationSeparate = nv04BlendEquationSeparate;
func->BlendFuncSeparate = nv04BlendFuncSeparate;
func->Clear = nv04Clear;
func->ClearColor = nv04ClearColor;
func->ClearDepth = nv04ClearDepth;
func->ClearStencil = nv04ClearStencil;
func->ClipPlane = nv04ClipPlane;
func->ColorMask = nv04ColorMask;
func->ColorMaterial = nv04ColorMaterial;
func->CullFace = nv04CullFace;
func->FrontFace = nv04FrontFace;
func->DepthFunc = nv04DepthFunc;
func->DepthMask = nv04DepthMask;
func->DepthRange = nv04DepthRange;
func->Enable = nv04Enable;
func->Fogfv = nv04Fogfv;
func->Hint = nv04Hint;
/* func->Lightfv = nv04Lightfv;*/
/* func->LightModelfv = nv04LightModelfv; */
func->LineStipple = nv04LineStipple; /* Not for NV04 */
func->LineWidth = nv04LineWidth;
func->LogicOpcode = nv04LogicOpcode;
func->PointParameterfv = nv04PointParameterfv;
func->PointSize = nv04PointSize;
func->PolygonMode = nv04PolygonMode;
func->PolygonOffset = nv04PolygonOffset;
func->PolygonStipple = nv04PolygonStipple; /* Not for NV04 */
/* func->ReadBuffer = nv04ReadBuffer;*/
/* func->RenderMode = nv04RenderMode;*/
func->Scissor = nv04Scissor;
func->ShadeModel = nv04ShadeModel;
func->StencilFuncSeparate = nv04StencilFuncSeparate;
func->StencilMaskSeparate = nv04StencilMaskSeparate;
func->StencilOpSeparate = nv04StencilOpSeparate;
/* func->TexGen = nv04TexGen;*/
/* func->TexParameter = nv04TexParameter;*/
/* func->TextureMatrix = nv04TextureMatrix;*/
nmesa->hw_func.InitCard = nv04InitCard;
nmesa->hw_func.BindBuffers = nv04BindBuffers;
nmesa->hw_func.WindowMoved = nv04WindowMoved;
}
|