dri/nouveau: Reemit the light model state when lighting goes on/off.
[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_MODEL);
193 context_dirty(ctx, LIGHT_ENABLE);
194
195 for (i = 0; i < MAX_LIGHTS; i++) {
196 if (ctx->Light.Light[i].Enabled)
197 context_dirty_i(ctx, LIGHT_SOURCE, i);
198 }
199
200 context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
201 context_dirty(ctx, MATERIAL_BACK_AMBIENT);
202 context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
203 context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
204 context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
205 context_dirty(ctx, MATERIAL_BACK_SPECULAR);
206 context_dirty(ctx, MATERIAL_FRONT_SHININESS);
207 context_dirty(ctx, MATERIAL_BACK_SHININESS);
208 break;
209 case GL_LINE_SMOOTH:
210 context_dirty(ctx, LINE_MODE);
211 break;
212 case GL_NORMALIZE:
213 context_dirty(ctx, LIGHT_ENABLE);
214 break;
215 case GL_POINT_SMOOTH:
216 context_dirty(ctx, POINT_MODE);
217 break;
218 case GL_POLYGON_OFFSET_POINT:
219 case GL_POLYGON_OFFSET_LINE:
220 case GL_POLYGON_OFFSET_FILL:
221 context_dirty(ctx, POLYGON_OFFSET);
222 break;
223 case GL_POLYGON_SMOOTH:
224 context_dirty(ctx, POLYGON_MODE);
225 break;
226 case GL_SCISSOR_TEST:
227 context_dirty(ctx, SCISSOR);
228 break;
229 case GL_STENCIL_TEST:
230 context_dirty(ctx, STENCIL_FUNC);
231 break;
232 case GL_TEXTURE_1D:
233 case GL_TEXTURE_2D:
234 case GL_TEXTURE_3D:
235 context_dirty_i(ctx, TEX_ENV, ctx->Texture.CurrentUnit);
236 context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
237 break;
238 case GL_TEXTURE_GEN_S:
239 case GL_TEXTURE_GEN_T:
240 case GL_TEXTURE_GEN_R:
241 case GL_TEXTURE_GEN_Q:
242 context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
243 context_dirty(ctx, MODELVIEW);
244 break;
245 }
246 }
247
248 static void
249 nouveau_fog(GLcontext *ctx, GLenum pname, const GLfloat *params)
250 {
251 context_dirty(ctx, FOG);
252 }
253
254 static void
255 nouveau_light(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params)
256 {
257 switch (pname) {
258 case GL_AMBIENT:
259 context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
260 context_dirty(ctx, MATERIAL_BACK_AMBIENT);
261 break;
262 case GL_DIFFUSE:
263 context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
264 context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
265 break;
266 case GL_SPECULAR:
267 context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
268 context_dirty(ctx, MATERIAL_BACK_SPECULAR);
269 break;
270 case GL_SPOT_CUTOFF:
271 case GL_POSITION:
272 context_dirty(ctx, MODELVIEW);
273 context_dirty(ctx, LIGHT_ENABLE);
274 context_dirty_i(ctx, LIGHT_SOURCE, light - GL_LIGHT0);
275 break;
276 default:
277 context_dirty_i(ctx, LIGHT_SOURCE, light - GL_LIGHT0);
278 break;
279 }
280 }
281
282 static void
283 nouveau_light_model(GLcontext *ctx, GLenum pname, const GLfloat *params)
284 {
285 context_dirty(ctx, LIGHT_MODEL);
286 context_dirty(ctx, MODELVIEW);
287 }
288
289 static void
290 nouveau_line_stipple(GLcontext *ctx, GLint factor, GLushort pattern )
291 {
292 context_dirty(ctx, LINE_STIPPLE);
293 }
294
295 static void
296 nouveau_line_width(GLcontext *ctx, GLfloat width)
297 {
298 context_dirty(ctx, LINE_MODE);
299 }
300
301 static void
302 nouveau_logic_opcode(GLcontext *ctx, GLenum opcode)
303 {
304 context_dirty(ctx, LOGIC_OPCODE);
305 }
306
307 static void
308 nouveau_point_parameter(GLcontext *ctx, GLenum pname, const GLfloat *params)
309 {
310 context_dirty(ctx, POINT_PARAMETER);
311 }
312
313 static void
314 nouveau_point_size(GLcontext *ctx, GLfloat size)
315 {
316 context_dirty(ctx, POINT_MODE);
317 }
318
319 static void
320 nouveau_polygon_mode(GLcontext *ctx, GLenum face, GLenum mode)
321 {
322 context_dirty(ctx, POLYGON_MODE);
323 }
324
325 static void
326 nouveau_polygon_offset(GLcontext *ctx, GLfloat factor, GLfloat units)
327 {
328 context_dirty(ctx, POLYGON_OFFSET);
329 }
330
331 static void
332 nouveau_polygon_stipple(GLcontext *ctx, const GLubyte *mask)
333 {
334 context_dirty(ctx, POLYGON_STIPPLE);
335 }
336
337 static void
338 nouveau_render_mode(GLcontext *ctx, GLenum mode)
339 {
340 context_dirty(ctx, RENDER_MODE);
341 }
342
343 static void
344 nouveau_scissor(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
345 {
346 context_dirty(ctx, SCISSOR);
347 }
348
349 static void
350 nouveau_shade_model(GLcontext *ctx, GLenum mode)
351 {
352 context_dirty(ctx, SHADE_MODEL);
353 }
354
355 static void
356 nouveau_stencil_func_separate(GLcontext *ctx, GLenum face, GLenum func,
357 GLint ref, GLuint mask)
358 {
359 context_dirty(ctx, STENCIL_FUNC);
360 }
361
362 static void
363 nouveau_stencil_mask_separate(GLcontext *ctx, GLenum face, GLuint mask)
364 {
365 context_dirty(ctx, STENCIL_MASK);
366 }
367
368 static void
369 nouveau_stencil_op_separate(GLcontext *ctx, GLenum face, GLenum fail,
370 GLenum zfail, GLenum zpass)
371 {
372 context_dirty(ctx, STENCIL_OP);
373 }
374
375 static void
376 nouveau_tex_gen(GLcontext *ctx, GLenum coord, GLenum pname,
377 const GLfloat *params)
378 {
379 switch (pname) {
380 case GL_TEXTURE_GEN_MODE:
381 context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
382 context_dirty(ctx, MODELVIEW);
383 break;
384 default:
385 context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
386 break;
387 }
388 }
389
390 static void
391 nouveau_tex_env(GLcontext *ctx, GLenum target, GLenum pname,
392 const GLfloat *param)
393 {
394 switch (target) {
395 case GL_TEXTURE_FILTER_CONTROL_EXT:
396 context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
397 break;
398 default:
399 context_dirty_i(ctx, TEX_ENV, ctx->Texture.CurrentUnit);
400 break;
401 }
402 }
403
404 static void
405 nouveau_tex_parameter(GLcontext *ctx, GLenum target,
406 struct gl_texture_object *t, GLenum pname,
407 const GLfloat *params)
408 {
409 switch (pname) {
410 case GL_TEXTURE_MAG_FILTER:
411 case GL_TEXTURE_WRAP_S:
412 case GL_TEXTURE_WRAP_T:
413 case GL_TEXTURE_WRAP_R:
414 case GL_TEXTURE_MIN_LOD:
415 case GL_TEXTURE_MAX_LOD:
416 case GL_TEXTURE_MAX_ANISOTROPY_EXT:
417 case GL_TEXTURE_LOD_BIAS:
418 context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
419 break;
420
421 case GL_TEXTURE_MIN_FILTER:
422 case GL_TEXTURE_BASE_LEVEL:
423 case GL_TEXTURE_MAX_LEVEL:
424 nouveau_texture_reallocate(ctx, t);
425 context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
426 break;
427 }
428 }
429
430 static void
431 nouveau_viewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
432 {
433 context_dirty(ctx, VIEWPORT);
434 }
435
436 void
437 nouveau_emit_nothing(GLcontext *ctx, int emit)
438 {
439 }
440
441 int
442 nouveau_next_dirty_state(GLcontext *ctx)
443 {
444 struct nouveau_context *nctx = to_nouveau_context(ctx);
445 int i = BITSET_FFS(nctx->dirty) - 1;
446
447 if (i < 0 || i >= context_drv(ctx)->num_emit)
448 return -1;
449
450 return i;
451 }
452
453 void
454 nouveau_state_emit(GLcontext *ctx)
455 {
456 struct nouveau_context *nctx = to_nouveau_context(ctx);
457 const struct nouveau_driver *drv = context_drv(ctx);
458 int i;
459
460 while ((i = nouveau_next_dirty_state(ctx)) >= 0) {
461 BITSET_CLEAR(nctx->dirty, i);
462 drv->emit[i](ctx, i);
463 }
464
465 BITSET_ZERO(nctx->dirty);
466
467 nouveau_bo_state_emit(ctx);
468 }
469
470 static void
471 nouveau_update_state(GLcontext *ctx, GLbitfield new_state)
472 {
473 int i;
474
475 if (new_state & (_NEW_PROJECTION | _NEW_MODELVIEW))
476 context_dirty(ctx, PROJECTION);
477
478 if (new_state & _NEW_MODELVIEW)
479 context_dirty(ctx, MODELVIEW);
480
481 if (new_state & _NEW_TEXTURE_MATRIX) {
482 for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++)
483 context_dirty_i(ctx, TEX_MAT, i);
484 }
485
486 if (new_state & _NEW_CURRENT_ATTRIB &&
487 new_state & _NEW_LIGHT) {
488 context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
489 context_dirty(ctx, MATERIAL_BACK_AMBIENT);
490 context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
491 context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
492 context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
493 context_dirty(ctx, MATERIAL_BACK_SPECULAR);
494 context_dirty(ctx, MATERIAL_FRONT_SHININESS);
495 context_dirty(ctx, MATERIAL_BACK_SHININESS);
496 }
497
498 _swrast_InvalidateState(ctx, new_state);
499 _tnl_InvalidateState(ctx, new_state);
500
501 nouveau_state_emit(ctx);
502 }
503
504 void
505 nouveau_state_init(GLcontext *ctx)
506 {
507 struct nouveau_context *nctx = to_nouveau_context(ctx);
508
509 ctx->Driver.AlphaFunc = nouveau_alpha_func;
510 ctx->Driver.BlendColor = nouveau_blend_color;
511 ctx->Driver.BlendEquationSeparate = nouveau_blend_equation_separate;
512 ctx->Driver.BlendFuncSeparate = nouveau_blend_func_separate;
513 ctx->Driver.ClipPlane = nouveau_clip_plane;
514 ctx->Driver.ColorMask = nouveau_color_mask;
515 ctx->Driver.ColorMaterial = nouveau_color_material;
516 ctx->Driver.CullFace = nouveau_cull_face;
517 ctx->Driver.FrontFace = nouveau_front_face;
518 ctx->Driver.DepthFunc = nouveau_depth_func;
519 ctx->Driver.DepthMask = nouveau_depth_mask;
520 ctx->Driver.DepthRange = nouveau_depth_range;
521 ctx->Driver.DrawBuffer = nouveau_draw_buffer;
522 ctx->Driver.DrawBuffers = nouveau_draw_buffers;
523 ctx->Driver.Enable = nouveau_enable;
524 ctx->Driver.Fogfv = nouveau_fog;
525 ctx->Driver.Lightfv = nouveau_light;
526 ctx->Driver.LightModelfv = nouveau_light_model;
527 ctx->Driver.LineStipple = nouveau_line_stipple;
528 ctx->Driver.LineWidth = nouveau_line_width;
529 ctx->Driver.LogicOpcode = nouveau_logic_opcode;
530 ctx->Driver.PointParameterfv = nouveau_point_parameter;
531 ctx->Driver.PointSize = nouveau_point_size;
532 ctx->Driver.PolygonMode = nouveau_polygon_mode;
533 ctx->Driver.PolygonOffset = nouveau_polygon_offset;
534 ctx->Driver.PolygonStipple = nouveau_polygon_stipple;
535 ctx->Driver.RenderMode = nouveau_render_mode;
536 ctx->Driver.Scissor = nouveau_scissor;
537 ctx->Driver.ShadeModel = nouveau_shade_model;
538 ctx->Driver.StencilFuncSeparate = nouveau_stencil_func_separate;
539 ctx->Driver.StencilMaskSeparate = nouveau_stencil_mask_separate;
540 ctx->Driver.StencilOpSeparate = nouveau_stencil_op_separate;
541 ctx->Driver.TexGen = nouveau_tex_gen;
542 ctx->Driver.TexEnv = nouveau_tex_env;
543 ctx->Driver.TexParameter = nouveau_tex_parameter;
544 ctx->Driver.Viewport = nouveau_viewport;
545
546 ctx->Driver.UpdateState = nouveau_update_state;
547
548 BITSET_ONES(nctx->dirty);
549 }