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"
33 #include "array_cache/acache.h"
35 #include "swrast_setup/swrast_setup.h"
37 #include "tnl/t_pipeline.h"
42 static __inline__ GLuint
nouveauPackColor(GLuint format
,
48 return PACK_COLOR_565( r
, g
, b
);
50 return PACK_COLOR_8888( r
, g
, b
, a
);
52 fprintf(stderr
, "unknown format %d\n", (int)format
);
57 static void nouveauCalcViewport(GLcontext
*ctx
)
59 /* Calculate the Viewport Matrix */
61 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
62 const GLfloat
*v
= ctx
->Viewport
._WindowMap
.m
;
63 GLfloat
*m
= nmesa
->viewport
.m
;
64 GLfloat xoffset
= nmesa
->drawX
, yoffset
= nmesa
->drawY
;
66 nmesa
->depth_scale
= 1.0 / ctx
->DrawBuffer
->_DepthMaxF
;
68 m
[MAT_SX
] = v
[MAT_SX
];
69 m
[MAT_TX
] = v
[MAT_TX
] + xoffset
+ SUBPIXEL_X
;
70 m
[MAT_SY
] = - v
[MAT_SY
];
71 m
[MAT_TY
] = v
[MAT_TY
] + yoffset
+ SUBPIXEL_Y
;
72 m
[MAT_SZ
] = v
[MAT_SZ
] * nmesa
->depth_scale
;
73 m
[MAT_TZ
] = v
[MAT_TZ
] * nmesa
->depth_scale
;
75 nmesa
->hw_func
.WindowMoved(nmesa
);
78 static void nouveauViewport(GLcontext
*ctx
, GLint x
, GLint y
, GLsizei w
, GLsizei h
)
81 * Need to send (at least on an nv35 the following:
82 * cons = 4 (this may be bytes per pixel)
85 * 445 0x0000bee0 {size: 0x0 channel: 0x1 cmd: 0x00009ee0} <-- VIEWPORT_SETUP/HEADER ?
86 * 446 0x00000000 {size: 0x0 channel: 0x0 cmd: 0x00000000} <-- x * cons
87 * 447 0x00000c80 {size: 0x0 channel: 0x0 cmd: 0x00000c80} <-- (height + x) * cons
88 * 448 0x00000000 {size: 0x0 channel: 0x0 cmd: 0x00000000} <-- y * cons
89 * 449 0x00000960 {size: 0x0 channel: 0x0 cmd: 0x00000960} <-- (width + y) * cons
90 * 44a 0x00082a00 {size: 0x2 channel: 0x1 cmd: 0x00000a00} <-- VIEWPORT_DIMS
91 * 44b 0x04000000 <-- (Width_from_glViewport << 16) | x
92 * 44c 0x03000000 <-- (Height_from_glViewport << 16) | (win_height - height - y)
96 nouveauCalcViewport(ctx
);
99 static void nouveauDepthRange(GLcontext
*ctx
, GLclampd near
, GLclampd far
)
101 nouveauCalcViewport(ctx
);
104 static void nouveauDDUpdateHWState(GLcontext
*ctx
)
106 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
107 int new_state
= nmesa
->new_state
;
109 if ( new_state
|| nmesa
->new_render_state
& _NEW_TEXTURE
)
111 nmesa
->new_state
= 0;
113 /* Update the various parts of the context's state.
116 if ( new_state & NOUVEAU_NEW_ALPHA )
117 nouveauUpdateAlphaMode( ctx );
119 if ( new_state & NOUVEAU_NEW_DEPTH )
120 nouveauUpdateZMode( ctx );
122 if ( new_state & NOUVEAU_NEW_FOG )
123 nouveauUpdateFogAttrib( ctx );
125 if ( new_state & NOUVEAU_NEW_CLIP )
126 nouveauUpdateClipping( ctx );
128 if ( new_state & NOUVEAU_NEW_CULL )
129 nouveauUpdateCull( ctx );
131 if ( new_state & NOUVEAU_NEW_MASKS )
132 nouveauUpdateMasks( ctx );
134 if ( new_state & NOUVEAU_NEW_WINDOW )
135 nouveauUpdateWindow( ctx );
137 if ( nmesa->new_render_state & _NEW_TEXTURE ) {
138 nouveauUpdateTextureState( ctx );
143 static void nouveauDDInvalidateState(GLcontext
*ctx
, GLuint new_state
)
145 _swrast_InvalidateState( ctx
, new_state
);
146 _swsetup_InvalidateState( ctx
, new_state
);
147 _ac_InvalidateState( ctx
, new_state
);
148 _tnl_InvalidateState( ctx
, new_state
);
149 NOUVEAU_CONTEXT(ctx
)->new_render_state
|= new_state
;
152 /* Initialize the context's hardware state. */
153 void nouveauDDInitState(nouveauContextPtr nmesa
)
155 uint32_t type
= nmesa
->screen
->card
->type
;
161 /* No TCL engines for these ones */
164 nv10InitStateFuncs(nmesa
->glCtx
, &nmesa
->glCtx
->Driver
);
167 nv20InitStateFuncs(nmesa
->glCtx
, &nmesa
->glCtx
->Driver
);
173 nv30InitStateFuncs(nmesa
->glCtx
, &nmesa
->glCtx
->Driver
);
178 nouveau_state_cache_init(nmesa
);
181 /* Initialize the driver's state functions */
182 void nouveauDDInitStateFuncs(GLcontext
*ctx
)
184 ctx
->Driver
.UpdateState
= nouveauDDInvalidateState
;
186 ctx
->Driver
.ClearIndex
= NULL
;
187 ctx
->Driver
.ClearColor
= NULL
; //nouveauDDClearColor;
188 ctx
->Driver
.ClearStencil
= NULL
; //nouveauDDClearStencil;
189 ctx
->Driver
.DrawBuffer
= NULL
; //nouveauDDDrawBuffer;
190 ctx
->Driver
.ReadBuffer
= NULL
; //nouveauDDReadBuffer;
192 ctx
->Driver
.IndexMask
= NULL
;
193 ctx
->Driver
.ColorMask
= NULL
; //nouveauDDColorMask;
194 ctx
->Driver
.AlphaFunc
= NULL
; //nouveauDDAlphaFunc;
195 ctx
->Driver
.BlendEquationSeparate
= NULL
; //nouveauDDBlendEquationSeparate;
196 ctx
->Driver
.BlendFuncSeparate
= NULL
; //nouveauDDBlendFuncSeparate;
197 ctx
->Driver
.ClearDepth
= NULL
; //nouveauDDClearDepth;
198 ctx
->Driver
.CullFace
= NULL
; //nouveauDDCullFace;
199 ctx
->Driver
.FrontFace
= NULL
; //nouveauDDFrontFace;
200 ctx
->Driver
.DepthFunc
= NULL
; //nouveauDDDepthFunc;
201 ctx
->Driver
.DepthMask
= NULL
; //nouveauDDDepthMask;
202 ctx
->Driver
.Enable
= NULL
; //nouveauDDEnable;
203 ctx
->Driver
.Fogfv
= NULL
; //nouveauDDFogfv;
204 ctx
->Driver
.Hint
= NULL
;
205 ctx
->Driver
.Lightfv
= NULL
;
206 ctx
->Driver
.LightModelfv
= NULL
; //nouveauDDLightModelfv;
207 ctx
->Driver
.LogicOpcode
= NULL
; //nouveauDDLogicOpCode;
208 ctx
->Driver
.PolygonMode
= NULL
;
209 ctx
->Driver
.PolygonStipple
= NULL
; //nouveauDDPolygonStipple;
210 ctx
->Driver
.RenderMode
= NULL
; //nouveauDDRenderMode;
211 ctx
->Driver
.Scissor
= NULL
; //nouveauDDScissor;
212 ctx
->Driver
.ShadeModel
= NULL
; //nouveauDDShadeModel;
213 ctx
->Driver
.StencilFuncSeparate
= NULL
; //nouveauDDStencilFuncSeparate;
214 ctx
->Driver
.StencilMaskSeparate
= NULL
; //nouveauDDStencilMaskSeparate;
215 ctx
->Driver
.StencilOpSeparate
= NULL
; //nouveauDDStencilOpSeparate;
217 ctx
->Driver
.DepthRange
= nouveauDepthRange
;
218 ctx
->Driver
.Viewport
= nouveauViewport
;
220 /* Pixel path fallbacks.
222 ctx
->Driver
.Accum
= _swrast_Accum
;
223 ctx
->Driver
.Bitmap
= _swrast_Bitmap
;
224 ctx
->Driver
.CopyPixels
= _swrast_CopyPixels
;
225 ctx
->Driver
.DrawPixels
= _swrast_DrawPixels
;
226 ctx
->Driver
.ReadPixels
= _swrast_ReadPixels
;
228 /* Swrast hooks for imaging extensions:
230 ctx
->Driver
.CopyColorTable
= _swrast_CopyColorTable
;
231 ctx
->Driver
.CopyColorSubTable
= _swrast_CopyColorSubTable
;
232 ctx
->Driver
.CopyConvolutionFilter1D
= _swrast_CopyConvolutionFilter1D
;
233 ctx
->Driver
.CopyConvolutionFilter2D
= _swrast_CopyConvolutionFilter2D
;
236 #define STATE_INIT(a) if (ctx->Driver.a) ctx->Driver.a
238 void nouveauInitState(GLcontext
*ctx
)
241 * Mesa should do this for us:
244 STATE_INIT(AlphaFunc
)( ctx
,
245 ctx
->Color
.AlphaFunc
,
246 ctx
->Color
.AlphaRef
);
248 STATE_INIT(BlendColor
)( ctx
,
249 ctx
->Color
.BlendColor
);
251 STATE_INIT(BlendEquationSeparate
)( ctx
,
252 ctx
->Color
.BlendEquationRGB
,
253 ctx
->Color
.BlendEquationA
);
255 STATE_INIT(BlendFuncSeparate
)( ctx
,
256 ctx
->Color
.BlendSrcRGB
,
257 ctx
->Color
.BlendDstRGB
,
258 ctx
->Color
.BlendSrcA
,
259 ctx
->Color
.BlendDstA
);
261 STATE_INIT(ClearColor
)( ctx
, ctx
->Color
.ClearColor
);
262 STATE_INIT(ClearDepth
)( ctx
, ctx
->Depth
.Clear
);
263 STATE_INIT(ClearStencil
)( ctx
, ctx
->Stencil
.Clear
);
265 STATE_INIT(ColorMask
)( ctx
,
266 ctx
->Color
.ColorMask
[RCOMP
],
267 ctx
->Color
.ColorMask
[GCOMP
],
268 ctx
->Color
.ColorMask
[BCOMP
],
269 ctx
->Color
.ColorMask
[ACOMP
]);
271 STATE_INIT(CullFace
)( ctx
, ctx
->Polygon
.CullFaceMode
);
272 STATE_INIT(DepthFunc
)( ctx
, ctx
->Depth
.Func
);
273 STATE_INIT(DepthMask
)( ctx
, ctx
->Depth
.Mask
);
275 STATE_INIT(Enable
)( ctx
, GL_ALPHA_TEST
, ctx
->Color
.AlphaEnabled
);
276 STATE_INIT(Enable
)( ctx
, GL_BLEND
, ctx
->Color
.BlendEnabled
);
277 STATE_INIT(Enable
)( ctx
, GL_COLOR_LOGIC_OP
, ctx
->Color
.ColorLogicOpEnabled
);
278 STATE_INIT(Enable
)( ctx
, GL_COLOR_SUM
, ctx
->Fog
.ColorSumEnabled
);
279 STATE_INIT(Enable
)( ctx
, GL_CULL_FACE
, ctx
->Polygon
.CullFlag
);
280 STATE_INIT(Enable
)( ctx
, GL_DEPTH_TEST
, ctx
->Depth
.Test
);
281 STATE_INIT(Enable
)( ctx
, GL_DITHER
, ctx
->Color
.DitherFlag
);
282 STATE_INIT(Enable
)( ctx
, GL_FOG
, ctx
->Fog
.Enabled
);
283 STATE_INIT(Enable
)( ctx
, GL_LIGHTING
, ctx
->Light
.Enabled
);
284 STATE_INIT(Enable
)( ctx
, GL_LINE_SMOOTH
, ctx
->Line
.SmoothFlag
);
285 STATE_INIT(Enable
)( ctx
, GL_LINE_STIPPLE
, ctx
->Line
.StippleFlag
);
286 STATE_INIT(Enable
)( ctx
, GL_POINT_SMOOTH
, ctx
->Point
.SmoothFlag
);
287 STATE_INIT(Enable
)( ctx
, GL_POLYGON_OFFSET_FILL
, ctx
->Polygon
.OffsetFill
);
288 STATE_INIT(Enable
)( ctx
, GL_POLYGON_OFFSET_LINE
, ctx
->Polygon
.OffsetLine
);
289 STATE_INIT(Enable
)( ctx
, GL_POLYGON_OFFSET_POINT
, ctx
->Polygon
.OffsetPoint
);
290 STATE_INIT(Enable
)( ctx
, GL_POLYGON_SMOOTH
, ctx
->Polygon
.SmoothFlag
);
291 STATE_INIT(Enable
)( ctx
, GL_POLYGON_STIPPLE
, ctx
->Polygon
.StippleFlag
);
292 STATE_INIT(Enable
)( ctx
, GL_SCISSOR_TEST
, ctx
->Scissor
.Enabled
);
293 STATE_INIT(Enable
)( ctx
, GL_STENCIL_TEST
, ctx
->Stencil
.Enabled
);
294 STATE_INIT(Enable
)( ctx
, GL_TEXTURE_1D
, GL_FALSE
);
295 STATE_INIT(Enable
)( ctx
, GL_TEXTURE_2D
, GL_FALSE
);
296 STATE_INIT(Enable
)( ctx
, GL_TEXTURE_RECTANGLE_NV
, GL_FALSE
);
297 STATE_INIT(Enable
)( ctx
, GL_TEXTURE_3D
, GL_FALSE
);
298 STATE_INIT(Enable
)( ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
300 STATE_INIT(Fogfv
)( ctx
, GL_FOG_COLOR
, ctx
->Fog
.Color
);
301 STATE_INIT(Fogfv
)( ctx
, GL_FOG_MODE
, 0 );
302 STATE_INIT(Fogfv
)( ctx
, GL_FOG_DENSITY
, &ctx
->Fog
.Density
);
303 STATE_INIT(Fogfv
)( ctx
, GL_FOG_START
, &ctx
->Fog
.Start
);
304 STATE_INIT(Fogfv
)( ctx
, GL_FOG_END
, &ctx
->Fog
.End
);
306 STATE_INIT(FrontFace
)( ctx
, ctx
->Polygon
.FrontFace
);
309 GLfloat f
= (GLfloat
)ctx
->Light
.Model
.ColorControl
;
310 STATE_INIT(LightModelfv
)( ctx
, GL_LIGHT_MODEL_COLOR_CONTROL
, &f
);
313 STATE_INIT(LineStipple
)( ctx
, ctx
->Line
.StippleFactor
, ctx
->Line
.StipplePattern
);
314 STATE_INIT(LineWidth
)( ctx
, ctx
->Line
.Width
);
315 STATE_INIT(LogicOpcode
)( ctx
, ctx
->Color
.LogicOp
);
316 STATE_INIT(PointSize
)( ctx
, ctx
->Point
.Size
);
317 STATE_INIT(PolygonMode
)( ctx
, GL_FRONT
, ctx
->Polygon
.FrontMode
);
318 STATE_INIT(PolygonMode
)( ctx
, GL_BACK
, ctx
->Polygon
.BackMode
);
319 STATE_INIT(PolygonOffset
)( ctx
,
320 ctx
->Polygon
.OffsetFactor
,
321 ctx
->Polygon
.OffsetUnits
);
322 STATE_INIT(PolygonStipple
)( ctx
, (const GLubyte
*)ctx
->PolygonStipple
);
323 STATE_INIT(ShadeModel
)( ctx
, ctx
->Light
.ShadeModel
);
324 STATE_INIT(StencilFuncSeparate
)( ctx
, GL_FRONT
,
325 ctx
->Stencil
.Function
[0],
327 ctx
->Stencil
.ValueMask
[0] );
328 STATE_INIT(StencilFuncSeparate
)( ctx
, GL_BACK
,
329 ctx
->Stencil
.Function
[1],
331 ctx
->Stencil
.ValueMask
[1] );
332 STATE_INIT(StencilMaskSeparate
)( ctx
, GL_FRONT
, ctx
->Stencil
.WriteMask
[0] );
333 STATE_INIT(StencilMaskSeparate
)( ctx
, GL_BACK
, ctx
->Stencil
.WriteMask
[1] );
334 STATE_INIT(StencilOpSeparate
)( ctx
, GL_FRONT
,
335 ctx
->Stencil
.FailFunc
[0],
336 ctx
->Stencil
.ZFailFunc
[0],
337 ctx
->Stencil
.ZPassFunc
[0]);
338 STATE_INIT(StencilOpSeparate
)( ctx
, GL_BACK
,
339 ctx
->Stencil
.FailFunc
[1],
340 ctx
->Stencil
.ZFailFunc
[1],
341 ctx
->Stencil
.ZPassFunc
[1]);