Merge remote branch 'origin/gallium-st-api-dri'
[mesa.git] / src / mesa / drivers / dri / nouveau / nouveau_state.c
1 /*
2 * Copyright (C) 2009 Francisco Jerez.
3 * All Rights Reserved.
4 *
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:
12 *
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.
16 *
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.
24 *
25 */
26
27 #include "nouveau_driver.h"
28 #include "nouveau_context.h"
29 #include "nouveau_texture.h"
30 #include "nouveau_util.h"
31
32 #include "swrast/swrast.h"
33 #include "tnl/tnl.h"
34
35 static void
36 nouveau_alpha_func(GLcontext *ctx, GLenum func, GLfloat ref)
37 {
38 context_dirty(ctx, ALPHA_FUNC);
39 }
40
41 static void
42 nouveau_blend_color(GLcontext *ctx, const GLfloat color[4])
43 {
44 context_dirty(ctx, BLEND_COLOR);
45 }
46
47 static void
48 nouveau_blend_equation_separate(GLcontext *ctx, GLenum modeRGB, GLenum modeA)
49 {
50 context_dirty(ctx, BLEND_EQUATION);
51 }
52
53 static void
54 nouveau_blend_func_separate(GLcontext *ctx, GLenum sfactorRGB,
55 GLenum dfactorRGB, GLenum sfactorA, GLenum dfactorA)
56 {
57 context_dirty(ctx, BLEND_FUNC);
58 }
59
60 static void
61 nouveau_clip_plane(GLcontext *ctx, GLenum plane, const GLfloat *equation)
62 {
63 context_dirty_i(ctx, CLIP_PLANE, plane - GL_CLIP_PLANE0);
64 }
65
66 static void
67 nouveau_color_mask(GLcontext *ctx, GLboolean rmask, GLboolean gmask,
68 GLboolean bmask, GLboolean amask)
69 {
70 context_dirty(ctx, COLOR_MASK);
71 }
72
73 static void
74 nouveau_color_material(GLcontext *ctx, GLenum face, GLenum mode)
75 {
76 context_dirty(ctx, COLOR_MATERIAL);
77 context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
78 context_dirty(ctx, MATERIAL_BACK_AMBIENT);
79 context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
80 context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
81 context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
82 context_dirty(ctx, MATERIAL_BACK_SPECULAR);
83 }
84
85 static void
86 nouveau_cull_face(GLcontext *ctx, GLenum mode)
87 {
88 context_dirty(ctx, CULL_FACE);
89 }
90
91 static void
92 nouveau_front_face(GLcontext *ctx, GLenum mode)
93 {
94 context_dirty(ctx, FRONT_FACE);
95 }
96
97 static void
98 nouveau_depth_func(GLcontext *ctx, GLenum func)
99 {
100 context_dirty(ctx, DEPTH);
101 }
102
103 static void
104 nouveau_depth_mask(GLcontext *ctx, GLboolean flag)
105 {
106 context_dirty(ctx, DEPTH);
107 }
108
109 static void
110 nouveau_depth_range(GLcontext *ctx, GLclampd nearval, GLclampd farval)
111 {
112 context_dirty(ctx, VIEWPORT);
113 }
114
115 static void
116 nouveau_draw_buffer(GLcontext *ctx, GLenum buffer)
117 {
118 context_dirty(ctx, FRAMEBUFFER);
119 }
120
121 static void
122 nouveau_draw_buffers(GLcontext *ctx, GLsizei n, const GLenum *buffers)
123 {
124 context_dirty(ctx, FRAMEBUFFER);
125 }
126
127 static void
128 nouveau_enable(GLcontext *ctx, GLenum cap, GLboolean state)
129 {
130 int i;
131
132 switch (cap) {
133 case GL_ALPHA_TEST:
134 context_dirty(ctx, ALPHA_FUNC);
135 break;
136 case GL_BLEND:
137 context_dirty(ctx, BLEND_EQUATION);
138 break;
139 case GL_COLOR_LOGIC_OP:
140 context_dirty(ctx, LOGIC_OPCODE);
141 break;
142 case GL_COLOR_MATERIAL:
143 context_dirty(ctx, COLOR_MATERIAL);
144 context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
145 context_dirty(ctx, MATERIAL_BACK_AMBIENT);
146 context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
147 context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
148 context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
149 context_dirty(ctx, MATERIAL_BACK_SPECULAR);
150 break;
151 case GL_COLOR_SUM_EXT:
152 context_dirty(ctx, FRAG);
153 context_dirty(ctx, LIGHT_MODEL);
154 break;
155 case GL_CULL_FACE:
156 context_dirty(ctx, CULL_FACE);
157 break;
158 case GL_DEPTH_TEST:
159 context_dirty(ctx, DEPTH);
160 break;
161 case GL_DITHER:
162 context_dirty(ctx, DITHER);
163 break;
164 case GL_FOG:
165 context_dirty(ctx, FOG);
166 context_dirty(ctx, FRAG);
167 context_dirty(ctx, MODELVIEW);
168 break;
169 case GL_LIGHT0:
170 case GL_LIGHT1:
171 case GL_LIGHT2:
172 case GL_LIGHT3:
173 case GL_LIGHT4:
174 case GL_LIGHT5:
175 case GL_LIGHT6:
176 case GL_LIGHT7:
177 context_dirty(ctx, MODELVIEW);
178 context_dirty(ctx, LIGHT_ENABLE);
179 context_dirty_i(ctx, LIGHT_SOURCE, cap - GL_LIGHT0);
180 context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
181 context_dirty(ctx, MATERIAL_BACK_AMBIENT);
182 context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
183 context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
184 context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
185 context_dirty(ctx, MATERIAL_BACK_SPECULAR);
186 context_dirty(ctx, MATERIAL_FRONT_SHININESS);
187 context_dirty(ctx, MATERIAL_BACK_SHININESS);
188 break;
189 case GL_LIGHTING:
190 context_dirty(ctx, FRAG);
191 context_dirty(ctx, MODELVIEW);
192 context_dirty(ctx, LIGHT_ENABLE);
193
194 for (i = 0; i < MAX_LIGHTS; i++) {
195 if (ctx->Light.Light[i].Enabled)
196 context_dirty_i(ctx, LIGHT_SOURCE, i);
197 }
198
199 context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
200 context_dirty(ctx, MATERIAL_BACK_AMBIENT);
201 context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
202 context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
203 context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
204 context_dirty(ctx, MATERIAL_BACK_SPECULAR);
205 context_dirty(ctx, MATERIAL_FRONT_SHININESS);
206 context_dirty(ctx, MATERIAL_BACK_SHININESS);
207 break;
208 case GL_LINE_SMOOTH:
209 context_dirty(ctx, LINE_MODE);
210 break;
211 case GL_NORMALIZE:
212 context_dirty(ctx, LIGHT_ENABLE);
213 break;
214 case GL_POINT_SMOOTH:
215 context_dirty(ctx, POINT_MODE);
216 break;
217 case GL_POLYGON_OFFSET_POINT:
218 case GL_POLYGON_OFFSET_LINE:
219 case GL_POLYGON_OFFSET_FILL:
220 context_dirty(ctx, POLYGON_OFFSET);
221 break;
222 case GL_POLYGON_SMOOTH:
223 context_dirty(ctx, POLYGON_MODE);
224 break;
225 case GL_SCISSOR_TEST:
226 context_dirty(ctx, SCISSOR);
227 break;
228 case GL_STENCIL_TEST:
229 context_dirty(ctx, STENCIL_FUNC);
230 break;
231 case GL_TEXTURE_1D:
232 case GL_TEXTURE_2D:
233 case GL_TEXTURE_3D:
234 context_dirty_i(ctx, TEX_ENV, ctx->Texture.CurrentUnit);
235 context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
236 break;
237 case GL_TEXTURE_GEN_S:
238 case GL_TEXTURE_GEN_T:
239 case GL_TEXTURE_GEN_R:
240 case GL_TEXTURE_GEN_Q:
241 context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
242 context_dirty(ctx, MODELVIEW);
243 break;
244 }
245 }
246
247 static void
248 nouveau_fog(GLcontext *ctx, GLenum pname, const GLfloat *params)
249 {
250 context_dirty(ctx, FOG);
251 }
252
253 static void
254 nouveau_light(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params)
255 {
256 switch (pname) {
257 case GL_AMBIENT:
258 context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
259 context_dirty(ctx, MATERIAL_BACK_AMBIENT);
260 break;
261 case GL_DIFFUSE:
262 context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
263 context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
264 break;
265 case GL_SPECULAR:
266 context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
267 context_dirty(ctx, MATERIAL_BACK_SPECULAR);
268 break;
269 case GL_SPOT_CUTOFF:
270 case GL_POSITION:
271 context_dirty(ctx, MODELVIEW);
272 context_dirty(ctx, LIGHT_ENABLE);
273 context_dirty_i(ctx, LIGHT_SOURCE, light - GL_LIGHT0);
274 break;
275 default:
276 context_dirty_i(ctx, LIGHT_SOURCE, light - GL_LIGHT0);
277 break;
278 }
279 }
280
281 static void
282 nouveau_light_model(GLcontext *ctx, GLenum pname, const GLfloat *params)
283 {
284 context_dirty(ctx, LIGHT_MODEL);
285 context_dirty(ctx, MODELVIEW);
286 }
287
288 static void
289 nouveau_line_stipple(GLcontext *ctx, GLint factor, GLushort pattern )
290 {
291 context_dirty(ctx, LINE_STIPPLE);
292 }
293
294 static void
295 nouveau_line_width(GLcontext *ctx, GLfloat width)
296 {
297 context_dirty(ctx, LINE_MODE);
298 }
299
300 static void
301 nouveau_logic_opcode(GLcontext *ctx, GLenum opcode)
302 {
303 context_dirty(ctx, LOGIC_OPCODE);
304 }
305
306 static void
307 nouveau_point_parameter(GLcontext *ctx, GLenum pname, const GLfloat *params)
308 {
309 context_dirty(ctx, POINT_PARAMETER);
310 }
311
312 static void
313 nouveau_point_size(GLcontext *ctx, GLfloat size)
314 {
315 context_dirty(ctx, POINT_MODE);
316 }
317
318 static void
319 nouveau_polygon_mode(GLcontext *ctx, GLenum face, GLenum mode)
320 {
321 context_dirty(ctx, POLYGON_MODE);
322 }
323
324 static void
325 nouveau_polygon_offset(GLcontext *ctx, GLfloat factor, GLfloat units)
326 {
327 context_dirty(ctx, POLYGON_OFFSET);
328 }
329
330 static void
331 nouveau_polygon_stipple(GLcontext *ctx, const GLubyte *mask)
332 {
333 context_dirty(ctx, POLYGON_STIPPLE);
334 }
335
336 static void
337 nouveau_render_mode(GLcontext *ctx, GLenum mode)
338 {
339 context_dirty(ctx, RENDER_MODE);
340 }
341
342 static void
343 nouveau_scissor(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
344 {
345 context_dirty(ctx, SCISSOR);
346 }
347
348 static void
349 nouveau_shade_model(GLcontext *ctx, GLenum mode)
350 {
351 context_dirty(ctx, SHADE_MODEL);
352 }
353
354 static void
355 nouveau_stencil_func_separate(GLcontext *ctx, GLenum face, GLenum func,
356 GLint ref, GLuint mask)
357 {
358 context_dirty(ctx, STENCIL_FUNC);
359 }
360
361 static void
362 nouveau_stencil_mask_separate(GLcontext *ctx, GLenum face, GLuint mask)
363 {
364 context_dirty(ctx, STENCIL_MASK);
365 }
366
367 static void
368 nouveau_stencil_op_separate(GLcontext *ctx, GLenum face, GLenum fail,
369 GLenum zfail, GLenum zpass)
370 {
371 context_dirty(ctx, STENCIL_OP);
372 }
373
374 static void
375 nouveau_tex_gen(GLcontext *ctx, GLenum coord, GLenum pname,
376 const GLfloat *params)
377 {
378 switch (pname) {
379 case GL_TEXTURE_GEN_MODE:
380 context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
381 context_dirty(ctx, MODELVIEW);
382 break;
383 default:
384 context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
385 break;
386 }
387 }
388
389 static void
390 nouveau_tex_env(GLcontext *ctx, GLenum target, GLenum pname,
391 const GLfloat *param)
392 {
393 switch (target) {
394 case GL_TEXTURE_FILTER_CONTROL_EXT:
395 context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
396 break;
397 default:
398 context_dirty_i(ctx, TEX_ENV, ctx->Texture.CurrentUnit);
399 break;
400 }
401 }
402
403 static void
404 nouveau_tex_parameter(GLcontext *ctx, GLenum target,
405 struct gl_texture_object *t, GLenum pname,
406 const GLfloat *params)
407 {
408 switch (pname) {
409 case GL_TEXTURE_MAG_FILTER:
410 case GL_TEXTURE_WRAP_S:
411 case GL_TEXTURE_WRAP_T:
412 case GL_TEXTURE_WRAP_R:
413 case GL_TEXTURE_MIN_LOD:
414 case GL_TEXTURE_MAX_LOD:
415 case GL_TEXTURE_MAX_ANISOTROPY_EXT:
416 case GL_TEXTURE_LOD_BIAS:
417 context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
418 break;
419
420 case GL_TEXTURE_MIN_FILTER:
421 case GL_TEXTURE_BASE_LEVEL:
422 case GL_TEXTURE_MAX_LEVEL:
423 nouveau_texture_reallocate(ctx, t);
424 context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
425 break;
426 }
427 }
428
429 static void
430 nouveau_viewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
431 {
432 context_dirty(ctx, VIEWPORT);
433 }
434
435 void
436 nouveau_emit_nothing(GLcontext *ctx, int emit)
437 {
438 }
439
440 int
441 nouveau_next_dirty_state(GLcontext *ctx)
442 {
443 struct nouveau_context *nctx = to_nouveau_context(ctx);
444 int i = BITSET_FFS(nctx->dirty) - 1;
445
446 if (i < 0 || i >= context_drv(ctx)->num_emit)
447 return -1;
448
449 return i;
450 }
451
452 void
453 nouveau_state_emit(GLcontext *ctx)
454 {
455 struct nouveau_context *nctx = to_nouveau_context(ctx);
456 const struct nouveau_driver *drv = context_drv(ctx);
457 int i;
458
459 while ((i = nouveau_next_dirty_state(ctx)) >= 0) {
460 BITSET_CLEAR(nctx->dirty, i);
461 drv->emit[i](ctx, i);
462 }
463
464 BITSET_ZERO(nctx->dirty);
465
466 nouveau_bo_state_emit(ctx);
467 }
468
469 static void
470 nouveau_update_state(GLcontext *ctx, GLbitfield new_state)
471 {
472 int i;
473
474 if (new_state & (_NEW_PROJECTION | _NEW_MODELVIEW))
475 context_dirty(ctx, PROJECTION);
476
477 if (new_state & _NEW_MODELVIEW)
478 context_dirty(ctx, MODELVIEW);
479
480 if (new_state & _NEW_TEXTURE_MATRIX) {
481 for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++)
482 context_dirty_i(ctx, TEX_MAT, i);
483 }
484
485 if (new_state & _NEW_CURRENT_ATTRIB &&
486 new_state & _NEW_LIGHT) {
487 context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
488 context_dirty(ctx, MATERIAL_BACK_AMBIENT);
489 context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
490 context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
491 context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
492 context_dirty(ctx, MATERIAL_BACK_SPECULAR);
493 context_dirty(ctx, MATERIAL_FRONT_SHININESS);
494 context_dirty(ctx, MATERIAL_BACK_SHININESS);
495 }
496
497 _swrast_InvalidateState(ctx, new_state);
498 _tnl_InvalidateState(ctx, new_state);
499
500 nouveau_state_emit(ctx);
501 }
502
503 void
504 nouveau_state_init(GLcontext *ctx)
505 {
506 struct nouveau_context *nctx = to_nouveau_context(ctx);
507
508 ctx->Driver.AlphaFunc = nouveau_alpha_func;
509 ctx->Driver.BlendColor = nouveau_blend_color;
510 ctx->Driver.BlendEquationSeparate = nouveau_blend_equation_separate;
511 ctx->Driver.BlendFuncSeparate = nouveau_blend_func_separate;
512 ctx->Driver.ClipPlane = nouveau_clip_plane;
513 ctx->Driver.ColorMask = nouveau_color_mask;
514 ctx->Driver.ColorMaterial = nouveau_color_material;
515 ctx->Driver.CullFace = nouveau_cull_face;
516 ctx->Driver.FrontFace = nouveau_front_face;
517 ctx->Driver.DepthFunc = nouveau_depth_func;
518 ctx->Driver.DepthMask = nouveau_depth_mask;
519 ctx->Driver.DepthRange = nouveau_depth_range;
520 ctx->Driver.DrawBuffer = nouveau_draw_buffer;
521 ctx->Driver.DrawBuffers = nouveau_draw_buffers;
522 ctx->Driver.Enable = nouveau_enable;
523 ctx->Driver.Fogfv = nouveau_fog;
524 ctx->Driver.Lightfv = nouveau_light;
525 ctx->Driver.LightModelfv = nouveau_light_model;
526 ctx->Driver.LineStipple = nouveau_line_stipple;
527 ctx->Driver.LineWidth = nouveau_line_width;
528 ctx->Driver.LogicOpcode = nouveau_logic_opcode;
529 ctx->Driver.PointParameterfv = nouveau_point_parameter;
530 ctx->Driver.PointSize = nouveau_point_size;
531 ctx->Driver.PolygonMode = nouveau_polygon_mode;
532 ctx->Driver.PolygonOffset = nouveau_polygon_offset;
533 ctx->Driver.PolygonStipple = nouveau_polygon_stipple;
534 ctx->Driver.RenderMode = nouveau_render_mode;
535 ctx->Driver.Scissor = nouveau_scissor;
536 ctx->Driver.ShadeModel = nouveau_shade_model;
537 ctx->Driver.StencilFuncSeparate = nouveau_stencil_func_separate;
538 ctx->Driver.StencilMaskSeparate = nouveau_stencil_mask_separate;
539 ctx->Driver.StencilOpSeparate = nouveau_stencil_op_separate;
540 ctx->Driver.TexGen = nouveau_tex_gen;
541 ctx->Driver.TexEnv = nouveau_tex_env;
542 ctx->Driver.TexParameter = nouveau_tex_parameter;
543 ctx->Driver.Viewport = nouveau_viewport;
544
545 ctx->Driver.UpdateState = nouveau_update_state;
546
547 BITSET_ONES(nctx->dirty);
548 }