/* * 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 "nv10_3d.xml.h" #include "nv10_driver.h" #include "util/bitscan.h" void nv10_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 |= NV10_3D_COLOR_MATERIAL_EMISSION; if (m & MAT_BIT_FRONT_AMBIENT) ret |= NV10_3D_COLOR_MATERIAL_AMBIENT; if (m & MAT_BIT_FRONT_DIFFUSE) ret |= NV10_3D_COLOR_MATERIAL_DIFFUSE; if (m & MAT_BIT_FRONT_SPECULAR) ret |= NV10_3D_COLOR_MATERIAL_SPECULAR; return ret; } void nv10_emit_color_material(struct gl_context *ctx, int emit) { struct nouveau_pushbuf *push = context_push(ctx); unsigned mask = get_material_bitmask(ctx->Light._ColorMaterialBitmask); BEGIN_NV04(push, NV10_3D(COLOR_MATERIAL), 1); PUSH_DATA (push, ctx->Light.ColorMaterialEnabled ? mask : 0); } static unsigned get_fog_mode(unsigned mode) { switch (mode) { case GL_LINEAR: return NV10_3D_FOG_MODE_LINEAR; case GL_EXP: return NV10_3D_FOG_MODE_EXP; case GL_EXP2: return NV10_3D_FOG_MODE_EXP2; default: assert(0); } } static unsigned get_fog_source(unsigned source, unsigned distance_mode) { switch (source) { case GL_FOG_COORDINATE_EXT: return NV10_3D_FOG_COORD_FOG; case GL_FRAGMENT_DEPTH_EXT: switch (distance_mode) { case GL_EYE_PLANE_ABSOLUTE_NV: return NV10_3D_FOG_COORD_DIST_ORTHOGONAL_ABS; case GL_EYE_PLANE: return NV10_3D_FOG_COORD_DIST_ORTHOGONAL; case GL_EYE_RADIAL_NV: return NV10_3D_FOG_COORD_DIST_RADIAL; default: assert(0); } default: assert(0); } } void nv10_get_fog_coeff(struct gl_context *ctx, float k[3]) { struct gl_fog_attrib *f = &ctx->Fog; switch (f->Mode) { case GL_LINEAR: k[0] = 2 + f->Start / (f->End - f->Start); k[1] = -1 / (f->End - f->Start); break; case GL_EXP: k[0] = 1.5; k[1] = -0.09 * f->Density; break; case GL_EXP2: k[0] = 1.5; k[1] = -0.21 * f->Density; break; default: assert(0); } k[2] = 0; } void nv10_emit_fog(struct gl_context *ctx, int emit) { struct nouveau_context *nctx = to_nouveau_context(ctx); struct nouveau_pushbuf *push = context_push(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_NV04(push, NV10_3D(FOG_MODE), 4); PUSH_DATA (push, get_fog_mode(f->Mode)); PUSH_DATA (push, get_fog_source(source, f->FogDistanceMode)); PUSH_DATAb(push, f->Enabled); PUSH_DATA (push, pack_rgba_f(MESA_FORMAT_R8G8B8A8_UNORM, f->Color)); BEGIN_NV04(push, NV10_3D(FOG_COEFF(0)), 3); PUSH_DATAp(push, k, 3); context_dirty(ctx, FRAG); } static inline unsigned get_light_mode(struct gl_light *l) { if (l->Enabled) { if (l->_Flags & LIGHT_SPOT) return NV10_3D_ENABLED_LIGHTS_0_DIRECTIONAL; else if (l->_Flags & LIGHT_POSITIONAL) return NV10_3D_ENABLED_LIGHTS_0_POSITIONAL; else return NV10_3D_ENABLED_LIGHTS_0_NONPOSITIONAL; } else { return NV10_3D_ENABLED_LIGHTS_0_DISABLED; } } void nv10_emit_light_enable(struct gl_context *ctx, int emit) { struct nouveau_context *nctx = to_nouveau_context(ctx); struct nouveau_pushbuf *push = context_push(ctx); uint32_t en_lights = 0; int i; if (nctx->fallback != HWTNL) { BEGIN_NV04(push, NV10_3D(LIGHTING_ENABLE), 1); PUSH_DATA (push, 0); return; } for (i = 0; i < MAX_LIGHTS; i++) en_lights |= get_light_mode(&ctx->Light.Light[i]) << 2 * i; BEGIN_NV04(push, NV10_3D(ENABLED_LIGHTS), 1); PUSH_DATA (push, en_lights); BEGIN_NV04(push, NV10_3D(LIGHTING_ENABLE), 1); PUSH_DATAb(push, ctx->Light.Enabled); BEGIN_NV04(push, NV10_3D(NORMALIZE_ENABLE), 1); PUSH_DATAb(push, ctx->Transform.Normalize); } void nv10_emit_light_model(struct gl_context *ctx, int emit) { struct nouveau_pushbuf *push = context_push(ctx); struct gl_lightmodel *m = &ctx->Light.Model; BEGIN_NV04(push, NV10_3D(SEPARATE_SPECULAR_ENABLE), 1); PUSH_DATAb(push, m->ColorControl == GL_SEPARATE_SPECULAR_COLOR); BEGIN_NV04(push, NV10_3D(LIGHT_MODEL), 1); PUSH_DATA (push, ((m->LocalViewer ? NV10_3D_LIGHT_MODEL_LOCAL_VIEWER : 0) | (_mesa_need_secondary_color(ctx) ? NV10_3D_LIGHT_MODEL_SEPARATE_SPECULAR : 0) | (!ctx->Light.Enabled && ctx->Fog.ColorSumEnabled ? NV10_3D_LIGHT_MODEL_VERTEX_SPECULAR : 0))); } static float get_shine(const float p[], float x) { const int n = 15; const float *y = &p[1]; float f = (n - 1) * (1 - 1 / (1 + p[0] * x)) / (1 - 1 / (1 + p[0] * 1024)); int i = f; /* Linear interpolation in f-space (Faster and somewhat more * accurate than x-space). */ if (x == 0) return y[0]; else if (i > n - 2) return y[n - 1]; else return y[i] + (y[i + 1] - y[i]) * (f - i); } static const float nv10_spot_params[2][16] = { { 0.02, -3.80e-05, -1.77, -2.41, -2.71, -2.88, -2.98, -3.06, -3.11, -3.17, -3.23, -3.28, -3.37, -3.47, -3.83, -5.11 }, { 0.02, -0.01, 1.77, 2.39, 2.70, 2.87, 2.98, 3.06, 3.10, 3.16, 3.23, 3.27, 3.37, 3.47, 3.83, 5.11 }, }; void nv10_get_spot_coeff(struct gl_light *l, float k[7]) { float e = l->SpotExponent; float a0, b0, a1, a2, b2, a3; if (e > 0) a0 = -1 - 5.36e-3 / sqrt(e); else a0 = -1; b0 = 1 / (1 + 0.273 * e); a1 = get_shine(nv10_spot_params[0], e); a2 = get_shine(nv10_spot_params[1], e); b2 = 1 / (1 + 0.273 * e); a3 = 0.9 + 0.278 * e; if (l->SpotCutoff > 0) { float cutoff = MAX2(a3, 1 / (1 - l->_CosCutoff)); k[0] = MAX2(0, a0 + b0 * cutoff); k[1] = a1; k[2] = a2 + b2 * cutoff; k[3] = - cutoff * l->_NormSpotDirection[0]; k[4] = - cutoff * l->_NormSpotDirection[1]; k[5] = - cutoff * l->_NormSpotDirection[2]; k[6] = 1 - cutoff; } else { k[0] = b0; k[1] = a1; k[2] = a2 + b2; k[3] = - l->_NormSpotDirection[0]; k[4] = - l->_NormSpotDirection[1]; k[5] = - l->_NormSpotDirection[2]; k[6] = -1; } } void nv10_emit_light_source(struct gl_context *ctx, int emit) { const int i = emit - NOUVEAU_STATE_LIGHT_SOURCE0; struct nouveau_pushbuf *push = context_push(ctx); struct gl_light *l = &ctx->Light.Light[i]; if (l->_Flags & LIGHT_POSITIONAL) { BEGIN_NV04(push, NV10_3D(LIGHT_POSITION_X(i)), 3); PUSH_DATAp(push, l->_Position, 3); BEGIN_NV04(push, NV10_3D(LIGHT_ATTENUATION_CONSTANT(i)), 3); PUSH_DATAf(push, l->ConstantAttenuation); PUSH_DATAf(push, l->LinearAttenuation); PUSH_DATAf(push, l->QuadraticAttenuation); } else { BEGIN_NV04(push, NV10_3D(LIGHT_DIRECTION_X(i)), 3); PUSH_DATAp(push, l->_VP_inf_norm, 3); BEGIN_NV04(push, NV10_3D(LIGHT_HALF_VECTOR_X(i)), 3); PUSH_DATAp(push, l->_h_inf_norm, 3); } if (l->_Flags & LIGHT_SPOT) { float k[7]; nv10_get_spot_coeff(l, k); BEGIN_NV04(push, NV10_3D(LIGHT_SPOT_CUTOFF(i, 0)), 7); PUSH_DATAp(push, k, 7); } } #define USE_COLOR_MATERIAL(attr) \ (ctx->Light.ColorMaterialEnabled && \ ctx->Light._ColorMaterialBitmask & (1 << MAT_ATTRIB_FRONT_##attr)) void nv10_emit_material_ambient(struct gl_context *ctx, int emit) { struct nouveau_pushbuf *push = context_push(ctx); float (*mat)[4] = ctx->Light.Material.Attrib; float c_scene[3], c_factor[3]; GLbitfield mask; if (USE_COLOR_MATERIAL(AMBIENT)) { COPY_3V(c_scene, ctx->Light.Model.Ambient); COPY_3V(c_factor, mat[MAT_ATTRIB_FRONT_EMISSION]); } else if (USE_COLOR_MATERIAL(EMISSION)) { SCALE_3V(c_scene, mat[MAT_ATTRIB_FRONT_AMBIENT], ctx->Light.Model.Ambient); ZERO_3V(c_factor); } else { COPY_3V(c_scene, ctx->Light._BaseColor[0]); ZERO_3V(c_factor); } BEGIN_NV04(push, NV10_3D(LIGHT_MODEL_AMBIENT_R), 3); PUSH_DATAp(push, c_scene, 3); if (ctx->Light.ColorMaterialEnabled) { BEGIN_NV04(push, NV10_3D(MATERIAL_FACTOR_R), 3); PUSH_DATAp(push, c_factor, 3); } mask = ctx->Light._EnabledLights; while (mask) { const int i = u_bit_scan(&mask); struct gl_light *l = &ctx->Light.Light[i]; float *c_light = (USE_COLOR_MATERIAL(AMBIENT) ? l->Ambient : l->_MatAmbient[0]); BEGIN_NV04(push, NV10_3D(LIGHT_AMBIENT_R(i)), 3); PUSH_DATAp(push, c_light, 3); } } void nv10_emit_material_diffuse(struct gl_context *ctx, int emit) { struct nouveau_pushbuf *push = context_push(ctx); GLfloat (*mat)[4] = ctx->Light.Material.Attrib; GLbitfield mask; BEGIN_NV04(push, NV10_3D(MATERIAL_FACTOR_A), 1); PUSH_DATAf(push, mat[MAT_ATTRIB_FRONT_DIFFUSE][3]); mask = ctx->Light._EnabledLights; while (mask) { const int i = u_bit_scan(&mask); struct gl_light *l = &ctx->Light.Light[i]; float *c_light = (USE_COLOR_MATERIAL(DIFFUSE) ? l->Diffuse : l->_MatDiffuse[0]); BEGIN_NV04(push, NV10_3D(LIGHT_DIFFUSE_R(i)), 3); PUSH_DATAp(push, c_light, 3); } } void nv10_emit_material_specular(struct gl_context *ctx, int emit) { struct nouveau_pushbuf *push = context_push(ctx); GLbitfield mask; mask = ctx->Light._EnabledLights; while (mask) { const int i = u_bit_scan(&mask); struct gl_light *l = &ctx->Light.Light[i]; float *c_light = (USE_COLOR_MATERIAL(SPECULAR) ? l->Specular : l->_MatSpecular[0]); BEGIN_NV04(push, NV10_3D(LIGHT_SPECULAR_R(i)), 3); PUSH_DATAp(push, c_light, 3); } } static const float nv10_shininess_param[6][16] = { { 0.70, 0.00, 0.06, 0.06, 0.05, 0.04, 0.02, 0.00, -0.06, -0.13, -0.24, -0.36, -0.51, -0.66, -0.82, -1.00 }, { 0.01, 1.00, -2.29, -2.77, -2.96, -3.06, -3.12, -3.18, -3.24, -3.29, -3.36, -3.43, -3.51, -3.75, -4.33, -5.11 }, { 0.02, 0.00, 2.28, 2.75, 2.94, 3.04, 3.1, 3.15, 3.18, 3.22, 3.27, 3.32, 3.39, 3.48, 3.84, 5.11 }, { 0.70, 0.00, 0.05, 0.06, 0.06, 0.06, 0.05, 0.04, 0.02, 0.01, -0.03, -0.12, -0.25, -0.43, -0.68, -0.99 }, { 0.01, 1.00, -1.61, -2.35, -2.67, -2.84, -2.96, -3.05, -3.08, -3.14, -3.2, -3.26, -3.32, -3.42, -3.54, -4.21 }, { 0.01, 0.00, 2.25, 2.73, 2.92, 3.03, 3.09, 3.15, 3.16, 3.21, 3.25, 3.29, 3.35, 3.43, 3.56, 4.22 }, }; void nv10_get_shininess_coeff(float s, float k[6]) { int i; for (i = 0; i < 6; i++) k[i] = get_shine(nv10_shininess_param[i], s); } void nv10_emit_material_shininess(struct gl_context *ctx, int emit) { struct nouveau_pushbuf *push = context_push(ctx); float (*mat)[4] = ctx->Light.Material.Attrib; float k[6]; nv10_get_shininess_coeff( CLAMP(mat[MAT_ATTRIB_FRONT_SHININESS][0], 0, 1024), k); BEGIN_NV04(push, NV10_3D(MATERIAL_SHININESS(0)), 6); PUSH_DATAp(push, k, 6); } void nv10_emit_modelview(struct gl_context *ctx, int emit) { struct nouveau_context *nctx = to_nouveau_context(ctx); struct nouveau_pushbuf *push = context_push(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_NV04(push, NV10_3D(MODELVIEW_MATRIX(0, 0)), 16); PUSH_DATAm(push, m->m); } if (ctx->Light.Enabled || (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) { int i, j; BEGIN_NV04(push, NV10_3D(INVERSE_MODELVIEW_MATRIX(0, 0)), 12); for (i = 0; i < 3; i++) for (j = 0; j < 4; j++) PUSH_DATAf(push, m->inv[4*i + j]); } } void nv10_emit_point_parameter(struct gl_context *ctx, int emit) { } void nv10_emit_projection(struct gl_context *ctx, int emit) { struct nouveau_context *nctx = to_nouveau_context(ctx); struct nouveau_pushbuf *push = context_push(ctx); GLmatrix m; _math_matrix_ctr(&m); get_viewport_scale(ctx, m.m); if (nv10_use_viewport_zclear(ctx)) m.m[MAT_SZ] /= 8; if (nctx->fallback == HWTNL) _math_matrix_mul_matrix(&m, &m, &ctx->_ModelProjectMatrix); BEGIN_NV04(push, NV10_3D(PROJECTION_MATRIX(0)), 16); PUSH_DATAm(push, m.m); _math_matrix_dtr(&m); }