2 * Copyright (C) 2009-2010 Francisco Jerez.
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:
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.
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.
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"
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))
58 nv20_emit_clip_plane(struct gl_context *ctx, int emit)
62 static inline unsigned
63 get_material_bitmask(unsigned m)
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;
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;
89 nv20_emit_color_material(struct gl_context *ctx, int emit)
91 struct nouveau_channel *chan = context_chan(ctx);
92 struct nouveau_grobj *kelvin = context_eng3d(ctx);
93 unsigned mask = get_material_bitmask(ctx->Light.ColorMaterialBitmask);
95 BEGIN_RING(chan, kelvin, NV20_3D_COLOR_MATERIAL, 1);
96 OUT_RING(chan, ctx->Light.ColorMaterialEnabled ? mask : 0);
100 get_fog_mode_signed(unsigned mode)
104 return NV20_3D_FOG_MODE_LINEAR_SIGNED;
106 return NV20_3D_FOG_MODE_EXP_SIGNED;
108 return NV20_3D_FOG_MODE_EXP2_SIGNED;
115 get_fog_mode_unsigned(unsigned mode)
119 return NV20_3D_FOG_MODE_LINEAR_UNSIGNED;
121 return NV20_3D_FOG_MODE_EXP_UNSIGNED;
123 return NV20_3D_FOG_MODE_EXP2_UNSIGNED;
130 get_fog_source(unsigned source)
133 case GL_FOG_COORDINATE_EXT:
134 return NV20_3D_FOG_COORD_FOG;
135 case GL_FRAGMENT_DEPTH_EXT:
136 return NV20_3D_FOG_COORD_DIST_ORTHOGONAL_ABS;
143 nv20_emit_fog(struct gl_context *ctx, int emit)
145 struct nouveau_context *nctx = to_nouveau_context(ctx);
146 struct nouveau_channel *chan = context_chan(ctx);
147 struct nouveau_grobj *kelvin = context_eng3d(ctx);
148 struct gl_fog_attrib *f = &ctx->Fog;
149 unsigned source = nctx->fallback == HWTNL ?
150 f->FogCoordinateSource : GL_FOG_COORDINATE_EXT;
153 nv10_get_fog_coeff(ctx, k);
155 BEGIN_RING(chan, kelvin, NV20_3D_FOG_MODE, 4);
156 OUT_RING(chan, (source == GL_FOG_COORDINATE_EXT ?
157 get_fog_mode_signed(f->Mode) :
158 get_fog_mode_unsigned(f->Mode)));
159 OUT_RING(chan, get_fog_source(source));
160 OUT_RINGb(chan, f->Enabled);
161 OUT_RING(chan, pack_rgba_f(MESA_FORMAT_RGBA8888_REV, f->Color));
163 BEGIN_RING(chan, kelvin, NV20_3D_FOG_COEFF(0), 3);
164 OUT_RINGp(chan, k, 3);
168 nv20_emit_light_model(struct gl_context *ctx, int emit)
170 struct nouveau_channel *chan = context_chan(ctx);
171 struct nouveau_grobj *kelvin = context_eng3d(ctx);
172 struct gl_lightmodel *m = &ctx->Light.Model;
174 BEGIN_RING(chan, kelvin, NV20_3D_SEPARATE_SPECULAR_ENABLE, 1);
175 OUT_RINGb(chan, m->ColorControl == GL_SEPARATE_SPECULAR_COLOR);
177 BEGIN_RING(chan, kelvin, NV20_3D_LIGHT_MODEL, 1);
178 OUT_RING(chan, ((m->LocalViewer ?
179 NV20_3D_LIGHT_MODEL_VIEWER_LOCAL :
180 NV20_3D_LIGHT_MODEL_VIEWER_NONLOCAL) |
181 (_mesa_need_secondary_color(ctx) ?
182 NV20_3D_LIGHT_MODEL_SEPARATE_SPECULAR :
185 BEGIN_RING(chan, kelvin, NV20_3D_LIGHT_MODEL_TWO_SIDE_ENABLE, 1);
186 OUT_RINGb(chan, ctx->Light.Model.TwoSide);
190 nv20_emit_light_source(struct gl_context *ctx, int emit)
192 const int i = emit - NOUVEAU_STATE_LIGHT_SOURCE0;
193 struct nouveau_channel *chan = context_chan(ctx);
194 struct nouveau_grobj *kelvin = context_eng3d(ctx);
195 struct gl_light *l = &ctx->Light.Light[i];
197 if (l->_Flags & LIGHT_POSITIONAL) {
198 BEGIN_RING(chan, kelvin, NV20_3D_LIGHT_POSITION_X(i), 3);
199 OUT_RINGp(chan, l->_Position, 3);
201 BEGIN_RING(chan, kelvin, NV20_3D_LIGHT_ATTENUATION_CONSTANT(i), 3);
202 OUT_RINGf(chan, l->ConstantAttenuation);
203 OUT_RINGf(chan, l->LinearAttenuation);
204 OUT_RINGf(chan, l->QuadraticAttenuation);
207 BEGIN_RING(chan, kelvin, NV20_3D_LIGHT_DIRECTION_X(i), 3);
208 OUT_RINGp(chan, l->_VP_inf_norm, 3);
210 BEGIN_RING(chan, kelvin, NV20_3D_LIGHT_HALF_VECTOR_X(i), 3);
211 OUT_RINGp(chan, l->_h_inf_norm, 3);
214 if (l->_Flags & LIGHT_SPOT) {
217 nv10_get_spot_coeff(l, k);
219 BEGIN_RING(chan, kelvin, NV20_3D_LIGHT_SPOT_CUTOFF(i, 0), 7);
220 OUT_RINGp(chan, k, 7);
224 #define USE_COLOR_MATERIAL(attr, side) \
225 (ctx->Light.ColorMaterialEnabled && \
226 ctx->Light.ColorMaterialBitmask & (1 << MAT_ATTRIB_##attr(side)))
229 nv20_emit_material_ambient(struct gl_context *ctx, int emit)
231 const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_AMBIENT;
232 struct nouveau_channel *chan = context_chan(ctx);
233 struct nouveau_grobj *kelvin = context_eng3d(ctx);
234 float (*mat)[4] = ctx->Light.Material.Attrib;
235 float c_scene[3], c_factor[3];
238 if (USE_COLOR_MATERIAL(AMBIENT, side)) {
239 COPY_3V(c_scene, mat[MAT_ATTRIB_EMISSION(side)]);
240 COPY_3V(c_factor, ctx->Light.Model.Ambient);
242 } else if (USE_COLOR_MATERIAL(EMISSION, side)) {
243 SCALE_3V(c_scene, mat[MAT_ATTRIB_AMBIENT(side)],
244 ctx->Light.Model.Ambient);
245 ASSIGN_3V(c_factor, 1, 1, 1);
248 COPY_3V(c_scene, ctx->Light._BaseColor[side]);
252 BEGIN_RING(chan, kelvin, LIGHT_MODEL_AMBIENT_R(side), 3);
253 OUT_RINGp(chan, c_scene, 3);
255 if (ctx->Light.ColorMaterialEnabled) {
256 BEGIN_RING(chan, kelvin, MATERIAL_FACTOR_R(side), 3);
257 OUT_RINGp(chan, c_factor, 3);
260 foreach(l, &ctx->Light.EnabledList) {
261 const int i = l - ctx->Light.Light;
262 float *c_light = (USE_COLOR_MATERIAL(AMBIENT, side) ?
264 l->_MatAmbient[side]);
266 BEGIN_RING(chan, kelvin, LIGHT_AMBIENT_R(side, i), 3);
267 OUT_RINGp(chan, c_light, 3);
272 nv20_emit_material_diffuse(struct gl_context *ctx, int emit)
274 const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_DIFFUSE;
275 struct nouveau_channel *chan = context_chan(ctx);
276 struct nouveau_grobj *kelvin = context_eng3d(ctx);
277 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
280 BEGIN_RING(chan, kelvin, MATERIAL_FACTOR_A(side), 1);
281 OUT_RINGf(chan, mat[MAT_ATTRIB_DIFFUSE(side)][3]);
283 foreach(l, &ctx->Light.EnabledList) {
284 const int i = l - ctx->Light.Light;
285 float *c_light = (USE_COLOR_MATERIAL(DIFFUSE, side) ?
287 l->_MatDiffuse[side]);
289 BEGIN_RING(chan, kelvin, LIGHT_DIFFUSE_R(side, i), 3);
290 OUT_RINGp(chan, c_light, 3);
295 nv20_emit_material_specular(struct gl_context *ctx, int emit)
297 const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_SPECULAR;
298 struct nouveau_channel *chan = context_chan(ctx);
299 struct nouveau_grobj *kelvin = context_eng3d(ctx);
302 foreach(l, &ctx->Light.EnabledList) {
303 const int i = l - ctx->Light.Light;
304 float *c_light = (USE_COLOR_MATERIAL(SPECULAR, side) ?
306 l->_MatSpecular[side]);
308 BEGIN_RING(chan, kelvin, LIGHT_SPECULAR_R(side, i), 3);
309 OUT_RINGp(chan, c_light, 3);
314 nv20_emit_material_shininess(struct gl_context *ctx, int emit)
316 const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_SHININESS;
317 struct nouveau_channel *chan = context_chan(ctx);
318 struct nouveau_grobj *kelvin = context_eng3d(ctx);
319 float (*mat)[4] = ctx->Light.Material.Attrib;
322 nv10_get_shininess_coeff(
323 CLAMP(mat[MAT_ATTRIB_SHININESS(side)][0], 0, 1024),
326 BEGIN_RING(chan, kelvin, MATERIAL_SHININESS(side), 6);
327 OUT_RINGp(chan, k, 6);
331 nv20_emit_modelview(struct gl_context *ctx, int emit)
333 struct nouveau_context *nctx = to_nouveau_context(ctx);
334 struct nouveau_channel *chan = context_chan(ctx);
335 struct nouveau_grobj *kelvin = context_eng3d(ctx);
336 GLmatrix *m = ctx->ModelviewMatrixStack.Top;
338 if (nctx->fallback != HWTNL)
341 if (ctx->Light._NeedEyeCoords || ctx->Fog.Enabled ||
342 (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) {
343 BEGIN_RING(chan, kelvin, NV20_3D_MODELVIEW_MATRIX(0, 0), 16);
344 OUT_RINGm(chan, m->m);
347 if (ctx->Light.Enabled ||
348 (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) {
351 BEGIN_RING(chan, kelvin,
352 NV20_3D_INVERSE_MODELVIEW_MATRIX(0, 0), 12);
353 for (i = 0; i < 3; i++)
354 for (j = 0; j < 4; j++)
355 OUT_RINGf(chan, m->inv[4*i + j]);
360 nv20_emit_projection(struct gl_context *ctx, int emit)
362 struct nouveau_context *nctx = to_nouveau_context(ctx);
363 struct nouveau_channel *chan = context_chan(ctx);
364 struct nouveau_grobj *kelvin = context_eng3d(ctx);
367 _math_matrix_ctr(&m);
368 get_viewport_scale(ctx, m.m);
370 if (nctx->fallback == HWTNL)
371 _math_matrix_mul_matrix(&m, &m, &ctx->_ModelProjectMatrix);
373 BEGIN_RING(chan, kelvin, NV20_3D_PROJECTION_MATRIX(0), 16);
374 OUT_RINGm(chan, m.m);
376 _math_matrix_dtr(&m);