1 /**************************************************************************
3 Copyright 2006 Jeremy Kolb
6 Permission is hereby granted, free of charge, to any person obtaining a
7 copy of this software and associated documentation files (the "Software"),
8 to deal in the Software without restriction, including without limitation
9 on the rights to use, copy, modify, merge, publish, distribute, sub
10 license, and/or sell copies of the Software, and to permit persons to whom
11 the Software is furnished to do so, subject to the following conditions:
13 The above copyright notice and this permission notice (including the next
14 paragraph) shall be included in all copies or substantial portions of the
17 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
20 ERIC ANHOLT OR SILICON INTEGRATED SYSTEMS CORP BE LIABLE FOR ANY CLAIM,
21 DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
22 OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
23 USE OR OTHER DEALINGS IN THE SOFTWARE.
25 **************************************************************************/
27 #include "nouveau_context.h"
28 #include "nouveau_state.h"
29 #include "nouveau_swtcl.h"
30 #include "nouveau_fifo.h"
32 #include "swrast/swrast.h"
34 #include "swrast_setup/swrast_setup.h"
36 #include "tnl/t_pipeline.h"
41 static INLINE GLuint
nouveauPackColor(GLuint format
,
47 return PACK_COLOR_565( r
, g
, b
);
49 return PACK_COLOR_8888( r
, g
, b
, a
);
51 fprintf(stderr
, "unknown format %d\n", (int)format
);
56 static void nouveauCalcViewport(GLcontext
*ctx
)
58 /* Calculate the Viewport Matrix */
60 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
61 const GLfloat
*v
= ctx
->Viewport
._WindowMap
.m
;
62 GLfloat
*m
= nmesa
->viewport
.m
;
63 GLfloat xoffset
= nmesa
->drawX
, yoffset
= nmesa
->drawY
+ nmesa
->drawH
;
65 nmesa
->depth_scale
= 1.0 / ctx
->DrawBuffer
->_DepthMaxF
;
67 m
[MAT_SX
] = v
[MAT_SX
];
68 m
[MAT_TX
] = v
[MAT_TX
] + xoffset
+ SUBPIXEL_X
;
69 m
[MAT_SY
] = - v
[MAT_SY
];
70 m
[MAT_TY
] = (-v
[MAT_TY
]) + yoffset
+ SUBPIXEL_Y
;
71 m
[MAT_SZ
] = v
[MAT_SZ
] * nmesa
->depth_scale
;
72 m
[MAT_TZ
] = v
[MAT_TZ
] * nmesa
->depth_scale
;
74 nmesa
->hw_func
.WindowMoved(nmesa
);
77 static void nouveauViewport(GLcontext
*ctx
, GLint x
, GLint y
, GLsizei w
, GLsizei h
)
80 * Need to send (at least on an nv35 the following:
81 * cons = 4 (this may be bytes per pixel)
84 * 445 0x0000bee0 {size: 0x0 channel: 0x1 cmd: 0x00009ee0} <-- VIEWPORT_SETUP/HEADER ?
85 * 446 0x00000000 {size: 0x0 channel: 0x0 cmd: 0x00000000} <-- x * cons
86 * 447 0x00000c80 {size: 0x0 channel: 0x0 cmd: 0x00000c80} <-- (height + x) * cons
87 * 448 0x00000000 {size: 0x0 channel: 0x0 cmd: 0x00000000} <-- y * cons
88 * 449 0x00000960 {size: 0x0 channel: 0x0 cmd: 0x00000960} <-- (width + y) * cons
89 * 44a 0x00082a00 {size: 0x2 channel: 0x1 cmd: 0x00000a00} <-- VIEWPORT_DIMS
90 * 44b 0x04000000 <-- (Width_from_glViewport << 16) | x
91 * 44c 0x03000000 <-- (Height_from_glViewport << 16) | (win_height - height - y)
95 nouveauCalcViewport(ctx
);
98 static void nouveauDepthRange(GLcontext
*ctx
, GLclampd near
, GLclampd far
)
100 nouveauCalcViewport(ctx
);
103 static void nouveauUpdateProjectionMatrix(GLcontext
*ctx
)
107 static void nouveauUpdateModelviewMatrix(GLcontext
*ctx
)
111 static void nouveauDDUpdateHWState(GLcontext
*ctx
)
113 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
114 int new_state
= nmesa
->new_state
;
116 if ( new_state
|| nmesa
->new_render_state
& _NEW_TEXTURE
)
118 nmesa
->new_state
= 0;
120 /* Update the various parts of the context's state.
123 if ( new_state & NOUVEAU_NEW_ALPHA )
124 nouveauUpdateAlphaMode( ctx );
126 if ( new_state & NOUVEAU_NEW_DEPTH )
127 nouveauUpdateZMode( ctx );
129 if ( new_state & NOUVEAU_NEW_FOG )
130 nouveauUpdateFogAttrib( ctx );
132 if ( new_state & NOUVEAU_NEW_CLIP )
133 nouveauUpdateClipping( ctx );
135 if ( new_state & NOUVEAU_NEW_CULL )
136 nouveauUpdateCull( ctx );
138 if ( new_state & NOUVEAU_NEW_MASKS )
139 nouveauUpdateMasks( ctx );
141 if ( new_state & NOUVEAU_NEW_WINDOW )
142 nouveauUpdateWindow( ctx );
144 if ( nmesa->new_render_state & _NEW_TEXTURE ) {
145 nouveauUpdateTextureState( ctx );
150 static void nouveauDDInvalidateState(GLcontext
*ctx
, GLuint new_state
)
152 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
154 if ( new_state
& _NEW_PROJECTION
) {
155 nmesa
->hw_func
.UpdateProjectionMatrix(ctx
);
157 if ( new_state
& _NEW_MODELVIEW
) {
158 nmesa
->hw_func
.UpdateModelviewMatrix(ctx
);
161 _swrast_InvalidateState( ctx
, new_state
);
162 _swsetup_InvalidateState( ctx
, new_state
);
163 _vbo_InvalidateState( ctx
, new_state
);
164 _tnl_InvalidateState( ctx
, new_state
);
165 NOUVEAU_CONTEXT(ctx
)->new_render_state
|= new_state
;
168 /* Initialize the context's hardware state. */
169 void nouveauDDInitState(nouveauContextPtr nmesa
)
171 uint32_t type
= nmesa
->screen
->card
->type
;
176 nv04InitStateFuncs(nmesa
->glCtx
, &nmesa
->glCtx
->Driver
);
181 nv10InitStateFuncs(nmesa
->glCtx
, &nmesa
->glCtx
->Driver
);
184 nv20InitStateFuncs(nmesa
->glCtx
, &nmesa
->glCtx
->Driver
);
189 nv30InitStateFuncs(nmesa
->glCtx
, &nmesa
->glCtx
->Driver
);
192 nv50InitStateFuncs(nmesa
->glCtx
, &nmesa
->glCtx
->Driver
);
197 nouveau_state_cache_init(nmesa
);
200 /* Initialize the driver's state functions */
201 void nouveauDDInitStateFuncs(GLcontext
*ctx
)
203 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
205 ctx
->Driver
.UpdateState
= nouveauDDInvalidateState
;
207 ctx
->Driver
.ClearIndex
= NULL
;
208 ctx
->Driver
.ClearColor
= NULL
; //nouveauDDClearColor;
209 ctx
->Driver
.ClearStencil
= NULL
; //nouveauDDClearStencil;
210 ctx
->Driver
.DrawBuffer
= NULL
; //nouveauDDDrawBuffer;
211 ctx
->Driver
.ReadBuffer
= NULL
; //nouveauDDReadBuffer;
213 ctx
->Driver
.IndexMask
= NULL
;
214 ctx
->Driver
.ColorMask
= NULL
; //nouveauDDColorMask;
215 ctx
->Driver
.AlphaFunc
= NULL
; //nouveauDDAlphaFunc;
216 ctx
->Driver
.BlendEquationSeparate
= NULL
; //nouveauDDBlendEquationSeparate;
217 ctx
->Driver
.BlendFuncSeparate
= NULL
; //nouveauDDBlendFuncSeparate;
218 ctx
->Driver
.ClearDepth
= NULL
; //nouveauDDClearDepth;
219 ctx
->Driver
.CullFace
= NULL
; //nouveauDDCullFace;
220 ctx
->Driver
.FrontFace
= NULL
; //nouveauDDFrontFace;
221 ctx
->Driver
.DepthFunc
= NULL
; //nouveauDDDepthFunc;
222 ctx
->Driver
.DepthMask
= NULL
; //nouveauDDDepthMask;
223 ctx
->Driver
.Enable
= NULL
; //nouveauDDEnable;
224 ctx
->Driver
.Fogfv
= NULL
; //nouveauDDFogfv;
225 ctx
->Driver
.Hint
= NULL
;
226 ctx
->Driver
.Lightfv
= NULL
;
227 ctx
->Driver
.LightModelfv
= NULL
; //nouveauDDLightModelfv;
228 ctx
->Driver
.LogicOpcode
= NULL
; //nouveauDDLogicOpCode;
229 ctx
->Driver
.PolygonMode
= NULL
;
230 ctx
->Driver
.PolygonStipple
= NULL
; //nouveauDDPolygonStipple;
231 ctx
->Driver
.RenderMode
= NULL
; //nouveauDDRenderMode;
232 ctx
->Driver
.Scissor
= NULL
; //nouveauDDScissor;
233 ctx
->Driver
.ShadeModel
= NULL
; //nouveauDDShadeModel;
234 ctx
->Driver
.StencilFuncSeparate
= NULL
; //nouveauDDStencilFuncSeparate;
235 ctx
->Driver
.StencilMaskSeparate
= NULL
; //nouveauDDStencilMaskSeparate;
236 ctx
->Driver
.StencilOpSeparate
= NULL
; //nouveauDDStencilOpSeparate;
238 ctx
->Driver
.DepthRange
= nouveauDepthRange
;
239 ctx
->Driver
.Viewport
= nouveauViewport
;
241 /* Pixel path fallbacks.
243 ctx
->Driver
.Accum
= _swrast_Accum
;
244 ctx
->Driver
.Bitmap
= _swrast_Bitmap
;
245 ctx
->Driver
.CopyPixels
= _swrast_CopyPixels
;
246 ctx
->Driver
.DrawPixels
= _swrast_DrawPixels
;
247 ctx
->Driver
.ReadPixels
= _swrast_ReadPixels
;
249 /* Swrast hooks for imaging extensions:
251 ctx
->Driver
.CopyColorTable
= _swrast_CopyColorTable
;
252 ctx
->Driver
.CopyColorSubTable
= _swrast_CopyColorSubTable
;
253 ctx
->Driver
.CopyConvolutionFilter1D
= _swrast_CopyConvolutionFilter1D
;
254 ctx
->Driver
.CopyConvolutionFilter2D
= _swrast_CopyConvolutionFilter2D
;
257 nmesa
->hw_func
.UpdateProjectionMatrix
= nouveauUpdateProjectionMatrix
;
258 nmesa
->hw_func
.UpdateModelviewMatrix
= nouveauUpdateModelviewMatrix
;
261 #define STATE_INIT(a) if (ctx->Driver.a) ctx->Driver.a
263 void nouveauInitState(GLcontext
*ctx
)
266 * Mesa should do this for us:
269 STATE_INIT(AlphaFunc
)( ctx
,
270 ctx
->Color
.AlphaFunc
,
271 ctx
->Color
.AlphaRef
);
273 STATE_INIT(BlendColor
)( ctx
,
274 ctx
->Color
.BlendColor
);
276 STATE_INIT(BlendEquationSeparate
)( ctx
,
277 ctx
->Color
.BlendEquationRGB
,
278 ctx
->Color
.BlendEquationA
);
280 STATE_INIT(BlendFuncSeparate
)( ctx
,
281 ctx
->Color
.BlendSrcRGB
,
282 ctx
->Color
.BlendDstRGB
,
283 ctx
->Color
.BlendSrcA
,
284 ctx
->Color
.BlendDstA
);
286 STATE_INIT(ClearColor
)( ctx
, ctx
->Color
.ClearColor
);
287 STATE_INIT(ClearDepth
)( ctx
, ctx
->Depth
.Clear
);
288 STATE_INIT(ClearStencil
)( ctx
, ctx
->Stencil
.Clear
);
290 STATE_INIT(ColorMask
)( ctx
,
291 ctx
->Color
.ColorMask
[RCOMP
],
292 ctx
->Color
.ColorMask
[GCOMP
],
293 ctx
->Color
.ColorMask
[BCOMP
],
294 ctx
->Color
.ColorMask
[ACOMP
]);
296 STATE_INIT(CullFace
)( ctx
, ctx
->Polygon
.CullFaceMode
);
297 STATE_INIT(DepthFunc
)( ctx
, ctx
->Depth
.Func
);
298 STATE_INIT(DepthMask
)( ctx
, ctx
->Depth
.Mask
);
299 STATE_INIT(DepthRange
)( ctx
, ctx
->Viewport
.Near
, ctx
->Viewport
.Far
);
301 STATE_INIT(Enable
)( ctx
, GL_ALPHA_TEST
, ctx
->Color
.AlphaEnabled
);
302 STATE_INIT(Enable
)( ctx
, GL_BLEND
, ctx
->Color
.BlendEnabled
);
303 STATE_INIT(Enable
)( ctx
, GL_COLOR_LOGIC_OP
, ctx
->Color
.ColorLogicOpEnabled
);
304 STATE_INIT(Enable
)( ctx
, GL_COLOR_SUM
, ctx
->Fog
.ColorSumEnabled
);
305 STATE_INIT(Enable
)( ctx
, GL_CULL_FACE
, ctx
->Polygon
.CullFlag
);
306 STATE_INIT(Enable
)( ctx
, GL_DEPTH_TEST
, ctx
->Depth
.Test
);
307 STATE_INIT(Enable
)( ctx
, GL_DITHER
, ctx
->Color
.DitherFlag
);
308 STATE_INIT(Enable
)( ctx
, GL_FOG
, ctx
->Fog
.Enabled
);
309 STATE_INIT(Enable
)( ctx
, GL_LIGHTING
, ctx
->Light
.Enabled
);
310 STATE_INIT(Enable
)( ctx
, GL_LINE_SMOOTH
, ctx
->Line
.SmoothFlag
);
311 STATE_INIT(Enable
)( ctx
, GL_LINE_STIPPLE
, ctx
->Line
.StippleFlag
);
312 STATE_INIT(Enable
)( ctx
, GL_POINT_SMOOTH
, ctx
->Point
.SmoothFlag
);
313 STATE_INIT(Enable
)( ctx
, GL_POLYGON_OFFSET_FILL
, ctx
->Polygon
.OffsetFill
);
314 STATE_INIT(Enable
)( ctx
, GL_POLYGON_OFFSET_LINE
, ctx
->Polygon
.OffsetLine
);
315 STATE_INIT(Enable
)( ctx
, GL_POLYGON_OFFSET_POINT
, ctx
->Polygon
.OffsetPoint
);
316 STATE_INIT(Enable
)( ctx
, GL_POLYGON_SMOOTH
, ctx
->Polygon
.SmoothFlag
);
317 STATE_INIT(Enable
)( ctx
, GL_POLYGON_STIPPLE
, ctx
->Polygon
.StippleFlag
);
318 STATE_INIT(Enable
)( ctx
, GL_SCISSOR_TEST
, ctx
->Scissor
.Enabled
);
319 STATE_INIT(Enable
)( ctx
, GL_STENCIL_TEST
, ctx
->Stencil
.Enabled
);
320 STATE_INIT(Enable
)( ctx
, GL_TEXTURE_1D
, GL_FALSE
);
321 STATE_INIT(Enable
)( ctx
, GL_TEXTURE_2D
, GL_FALSE
);
322 STATE_INIT(Enable
)( ctx
, GL_TEXTURE_RECTANGLE_NV
, GL_FALSE
);
323 STATE_INIT(Enable
)( ctx
, GL_TEXTURE_3D
, GL_FALSE
);
324 STATE_INIT(Enable
)( ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
326 STATE_INIT(Fogfv
)( ctx
, GL_FOG_COLOR
, ctx
->Fog
.Color
);
327 STATE_INIT(Fogfv
)( ctx
, GL_FOG_MODE
, 0 );
328 STATE_INIT(Fogfv
)( ctx
, GL_FOG_DENSITY
, &ctx
->Fog
.Density
);
329 STATE_INIT(Fogfv
)( ctx
, GL_FOG_START
, &ctx
->Fog
.Start
);
330 STATE_INIT(Fogfv
)( ctx
, GL_FOG_END
, &ctx
->Fog
.End
);
332 STATE_INIT(FrontFace
)( ctx
, ctx
->Polygon
.FrontFace
);
335 GLfloat f
= (GLfloat
)ctx
->Light
.Model
.ColorControl
;
336 STATE_INIT(LightModelfv
)( ctx
, GL_LIGHT_MODEL_COLOR_CONTROL
, &f
);
339 STATE_INIT(LineStipple
)( ctx
, ctx
->Line
.StippleFactor
, ctx
->Line
.StipplePattern
);
340 STATE_INIT(LineWidth
)( ctx
, ctx
->Line
.Width
);
341 STATE_INIT(LogicOpcode
)( ctx
, ctx
->Color
.LogicOp
);
342 STATE_INIT(PointSize
)( ctx
, ctx
->Point
.Size
);
343 STATE_INIT(PolygonMode
)( ctx
, GL_FRONT
, ctx
->Polygon
.FrontMode
);
344 STATE_INIT(PolygonMode
)( ctx
, GL_BACK
, ctx
->Polygon
.BackMode
);
345 STATE_INIT(PolygonOffset
)( ctx
,
346 ctx
->Polygon
.OffsetFactor
,
347 ctx
->Polygon
.OffsetUnits
);
348 STATE_INIT(PolygonStipple
)( ctx
, (const GLubyte
*)ctx
->PolygonStipple
);
349 STATE_INIT(ShadeModel
)( ctx
, ctx
->Light
.ShadeModel
);
350 STATE_INIT(StencilFuncSeparate
)( ctx
, GL_FRONT
,
351 ctx
->Stencil
.Function
[0],
353 ctx
->Stencil
.ValueMask
[0] );
354 STATE_INIT(StencilFuncSeparate
)( ctx
, GL_BACK
,
355 ctx
->Stencil
.Function
[1],
357 ctx
->Stencil
.ValueMask
[1] );
358 STATE_INIT(StencilMaskSeparate
)( ctx
, GL_FRONT
, ctx
->Stencil
.WriteMask
[0] );
359 STATE_INIT(StencilMaskSeparate
)( ctx
, GL_BACK
, ctx
->Stencil
.WriteMask
[1] );
360 STATE_INIT(StencilOpSeparate
)( ctx
, GL_FRONT
,
361 ctx
->Stencil
.FailFunc
[0],
362 ctx
->Stencil
.ZFailFunc
[0],
363 ctx
->Stencil
.ZPassFunc
[0]);
364 STATE_INIT(StencilOpSeparate
)( ctx
, GL_BACK
,
365 ctx
->Stencil
.FailFunc
[1],
366 ctx
->Stencil
.ZFailFunc
[1],
367 ctx
->Stencil
.ZPassFunc
[1]);