2 * Copyright (C) 2009 Francisco Jerez.
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:
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.
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.
27 #include "nouveau_driver.h"
28 #include "nouveau_context.h"
29 #include "nouveau_texture.h"
30 #include "nouveau_util.h"
32 #include "swrast/swrast.h"
36 nouveau_alpha_func(GLcontext
*ctx
, GLenum func
, GLfloat ref
)
38 context_dirty(ctx
, ALPHA_FUNC
);
42 nouveau_blend_color(GLcontext
*ctx
, const GLfloat color
[4])
44 context_dirty(ctx
, BLEND_COLOR
);
48 nouveau_blend_equation_separate(GLcontext
*ctx
, GLenum modeRGB
, GLenum modeA
)
50 context_dirty(ctx
, BLEND_EQUATION
);
54 nouveau_blend_func_separate(GLcontext
*ctx
, GLenum sfactorRGB
,
55 GLenum dfactorRGB
, GLenum sfactorA
, GLenum dfactorA
)
57 context_dirty(ctx
, BLEND_FUNC
);
61 nouveau_clip_plane(GLcontext
*ctx
, GLenum plane
, const GLfloat
*equation
)
63 context_dirty_i(ctx
, CLIP_PLANE
, plane
- GL_CLIP_PLANE0
);
67 nouveau_color_mask(GLcontext
*ctx
, GLboolean rmask
, GLboolean gmask
,
68 GLboolean bmask
, GLboolean amask
)
70 context_dirty(ctx
, COLOR_MASK
);
74 nouveau_color_material(GLcontext
*ctx
, GLenum face
, GLenum mode
)
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
);
86 nouveau_cull_face(GLcontext
*ctx
, GLenum mode
)
88 context_dirty(ctx
, CULL_FACE
);
92 nouveau_front_face(GLcontext
*ctx
, GLenum mode
)
94 context_dirty(ctx
, FRONT_FACE
);
98 nouveau_depth_func(GLcontext
*ctx
, GLenum func
)
100 context_dirty(ctx
, DEPTH
);
104 nouveau_depth_mask(GLcontext
*ctx
, GLboolean flag
)
106 context_dirty(ctx
, DEPTH
);
110 nouveau_depth_range(GLcontext
*ctx
, GLclampd nearval
, GLclampd farval
)
112 context_dirty(ctx
, VIEWPORT
);
116 nouveau_draw_buffer(GLcontext
*ctx
, GLenum buffer
)
118 context_dirty(ctx
, FRAMEBUFFER
);
122 nouveau_draw_buffers(GLcontext
*ctx
, GLsizei n
, const GLenum
*buffers
)
124 context_dirty(ctx
, FRAMEBUFFER
);
128 nouveau_enable(GLcontext
*ctx
, GLenum cap
, GLboolean state
)
134 context_dirty(ctx
, ALPHA_FUNC
);
137 context_dirty(ctx
, BLEND_EQUATION
);
139 case GL_COLOR_LOGIC_OP
:
140 context_dirty(ctx
, LOGIC_OPCODE
);
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
);
151 case GL_COLOR_SUM_EXT
:
152 context_dirty(ctx
, FRAG
);
153 context_dirty(ctx
, LIGHT_MODEL
);
156 context_dirty(ctx
, CULL_FACE
);
159 context_dirty(ctx
, DEPTH
);
162 context_dirty(ctx
, DITHER
);
165 context_dirty(ctx
, FOG
);
166 context_dirty(ctx
, FRAG
);
167 context_dirty(ctx
, MODELVIEW
);
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
);
190 context_dirty(ctx
, FRAG
);
191 context_dirty(ctx
, MODELVIEW
);
192 context_dirty(ctx
, LIGHT_MODEL
);
193 context_dirty(ctx
, LIGHT_ENABLE
);
195 for (i
= 0; i
< MAX_LIGHTS
; i
++) {
196 if (ctx
->Light
.Light
[i
].Enabled
)
197 context_dirty_i(ctx
, LIGHT_SOURCE
, i
);
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
);
210 context_dirty(ctx
, LINE_MODE
);
213 context_dirty(ctx
, LIGHT_ENABLE
);
215 case GL_POINT_SMOOTH
:
216 context_dirty(ctx
, POINT_MODE
);
218 case GL_POLYGON_OFFSET_POINT
:
219 case GL_POLYGON_OFFSET_LINE
:
220 case GL_POLYGON_OFFSET_FILL
:
221 context_dirty(ctx
, POLYGON_OFFSET
);
223 case GL_POLYGON_SMOOTH
:
224 context_dirty(ctx
, POLYGON_MODE
);
226 case GL_SCISSOR_TEST
:
227 context_dirty(ctx
, SCISSOR
);
229 case GL_STENCIL_TEST
:
230 context_dirty(ctx
, STENCIL_FUNC
);
235 case GL_TEXTURE_RECTANGLE
:
236 context_dirty_i(ctx
, TEX_ENV
, ctx
->Texture
.CurrentUnit
);
237 context_dirty_i(ctx
, TEX_OBJ
, ctx
->Texture
.CurrentUnit
);
239 case GL_TEXTURE_GEN_S
:
240 case GL_TEXTURE_GEN_T
:
241 case GL_TEXTURE_GEN_R
:
242 case GL_TEXTURE_GEN_Q
:
243 context_dirty_i(ctx
, TEX_GEN
, ctx
->Texture
.CurrentUnit
);
244 context_dirty(ctx
, MODELVIEW
);
250 nouveau_fog(GLcontext
*ctx
, GLenum pname
, const GLfloat
*params
)
252 context_dirty(ctx
, FOG
);
256 nouveau_light(GLcontext
*ctx
, GLenum light
, GLenum pname
, const GLfloat
*params
)
260 context_dirty(ctx
, MATERIAL_FRONT_AMBIENT
);
261 context_dirty(ctx
, MATERIAL_BACK_AMBIENT
);
264 context_dirty(ctx
, MATERIAL_FRONT_DIFFUSE
);
265 context_dirty(ctx
, MATERIAL_BACK_DIFFUSE
);
268 context_dirty(ctx
, MATERIAL_FRONT_SPECULAR
);
269 context_dirty(ctx
, MATERIAL_BACK_SPECULAR
);
273 context_dirty(ctx
, MODELVIEW
);
274 context_dirty(ctx
, LIGHT_ENABLE
);
275 context_dirty_i(ctx
, LIGHT_SOURCE
, light
- GL_LIGHT0
);
278 context_dirty_i(ctx
, LIGHT_SOURCE
, light
- GL_LIGHT0
);
284 nouveau_light_model(GLcontext
*ctx
, GLenum pname
, const GLfloat
*params
)
286 context_dirty(ctx
, LIGHT_MODEL
);
287 context_dirty(ctx
, MODELVIEW
);
291 nouveau_line_stipple(GLcontext
*ctx
, GLint factor
, GLushort pattern
)
293 context_dirty(ctx
, LINE_STIPPLE
);
297 nouveau_line_width(GLcontext
*ctx
, GLfloat width
)
299 context_dirty(ctx
, LINE_MODE
);
303 nouveau_logic_opcode(GLcontext
*ctx
, GLenum opcode
)
305 context_dirty(ctx
, LOGIC_OPCODE
);
309 nouveau_point_parameter(GLcontext
*ctx
, GLenum pname
, const GLfloat
*params
)
311 context_dirty(ctx
, POINT_PARAMETER
);
315 nouveau_point_size(GLcontext
*ctx
, GLfloat size
)
317 context_dirty(ctx
, POINT_MODE
);
321 nouveau_polygon_mode(GLcontext
*ctx
, GLenum face
, GLenum mode
)
323 context_dirty(ctx
, POLYGON_MODE
);
327 nouveau_polygon_offset(GLcontext
*ctx
, GLfloat factor
, GLfloat units
)
329 context_dirty(ctx
, POLYGON_OFFSET
);
333 nouveau_polygon_stipple(GLcontext
*ctx
, const GLubyte
*mask
)
335 context_dirty(ctx
, POLYGON_STIPPLE
);
339 nouveau_render_mode(GLcontext
*ctx
, GLenum mode
)
341 context_dirty(ctx
, RENDER_MODE
);
345 nouveau_scissor(GLcontext
*ctx
, GLint x
, GLint y
, GLsizei w
, GLsizei h
)
347 context_dirty(ctx
, SCISSOR
);
351 nouveau_shade_model(GLcontext
*ctx
, GLenum mode
)
353 context_dirty(ctx
, SHADE_MODEL
);
357 nouveau_stencil_func_separate(GLcontext
*ctx
, GLenum face
, GLenum func
,
358 GLint ref
, GLuint mask
)
360 context_dirty(ctx
, STENCIL_FUNC
);
364 nouveau_stencil_mask_separate(GLcontext
*ctx
, GLenum face
, GLuint mask
)
366 context_dirty(ctx
, STENCIL_MASK
);
370 nouveau_stencil_op_separate(GLcontext
*ctx
, GLenum face
, GLenum fail
,
371 GLenum zfail
, GLenum zpass
)
373 context_dirty(ctx
, STENCIL_OP
);
377 nouveau_tex_gen(GLcontext
*ctx
, GLenum coord
, GLenum pname
,
378 const GLfloat
*params
)
381 case GL_TEXTURE_GEN_MODE
:
382 context_dirty_i(ctx
, TEX_GEN
, ctx
->Texture
.CurrentUnit
);
383 context_dirty(ctx
, MODELVIEW
);
386 context_dirty_i(ctx
, TEX_GEN
, ctx
->Texture
.CurrentUnit
);
392 nouveau_tex_env(GLcontext
*ctx
, GLenum target
, GLenum pname
,
393 const GLfloat
*param
)
396 case GL_TEXTURE_FILTER_CONTROL_EXT
:
397 context_dirty_i(ctx
, TEX_OBJ
, ctx
->Texture
.CurrentUnit
);
400 context_dirty_i(ctx
, TEX_ENV
, ctx
->Texture
.CurrentUnit
);
406 nouveau_tex_parameter(GLcontext
*ctx
, GLenum target
,
407 struct gl_texture_object
*t
, GLenum pname
,
408 const GLfloat
*params
)
411 case GL_TEXTURE_MAG_FILTER
:
412 case GL_TEXTURE_WRAP_S
:
413 case GL_TEXTURE_WRAP_T
:
414 case GL_TEXTURE_WRAP_R
:
415 case GL_TEXTURE_MIN_LOD
:
416 case GL_TEXTURE_MAX_LOD
:
417 case GL_TEXTURE_MAX_ANISOTROPY_EXT
:
418 case GL_TEXTURE_LOD_BIAS
:
419 context_dirty_i(ctx
, TEX_OBJ
, ctx
->Texture
.CurrentUnit
);
422 case GL_TEXTURE_MIN_FILTER
:
423 case GL_TEXTURE_BASE_LEVEL
:
424 case GL_TEXTURE_MAX_LEVEL
:
425 nouveau_texture_reallocate(ctx
, t
);
426 context_dirty_i(ctx
, TEX_OBJ
, ctx
->Texture
.CurrentUnit
);
432 nouveau_viewport(GLcontext
*ctx
, GLint x
, GLint y
, GLsizei w
, GLsizei h
)
434 context_dirty(ctx
, VIEWPORT
);
438 nouveau_emit_nothing(GLcontext
*ctx
, int emit
)
443 nouveau_next_dirty_state(GLcontext
*ctx
)
445 struct nouveau_context
*nctx
= to_nouveau_context(ctx
);
446 int i
= BITSET_FFS(nctx
->dirty
) - 1;
448 if (i
< 0 || i
>= context_drv(ctx
)->num_emit
)
455 nouveau_state_emit(GLcontext
*ctx
)
457 struct nouveau_context
*nctx
= to_nouveau_context(ctx
);
458 const struct nouveau_driver
*drv
= context_drv(ctx
);
461 while ((i
= nouveau_next_dirty_state(ctx
)) >= 0) {
462 BITSET_CLEAR(nctx
->dirty
, i
);
463 drv
->emit
[i
](ctx
, i
);
466 BITSET_ZERO(nctx
->dirty
);
468 nouveau_bo_state_emit(ctx
);
472 nouveau_update_state(GLcontext
*ctx
, GLbitfield new_state
)
476 if (new_state
& (_NEW_PROJECTION
| _NEW_MODELVIEW
))
477 context_dirty(ctx
, PROJECTION
);
479 if (new_state
& _NEW_MODELVIEW
)
480 context_dirty(ctx
, MODELVIEW
);
482 if (new_state
& _NEW_TEXTURE_MATRIX
) {
483 for (i
= 0; i
< ctx
->Const
.MaxTextureCoordUnits
; i
++)
484 context_dirty_i(ctx
, TEX_MAT
, i
);
487 if (new_state
& _NEW_CURRENT_ATTRIB
&&
488 new_state
& _NEW_LIGHT
) {
489 context_dirty(ctx
, MATERIAL_FRONT_AMBIENT
);
490 context_dirty(ctx
, MATERIAL_BACK_AMBIENT
);
491 context_dirty(ctx
, MATERIAL_FRONT_DIFFUSE
);
492 context_dirty(ctx
, MATERIAL_BACK_DIFFUSE
);
493 context_dirty(ctx
, MATERIAL_FRONT_SPECULAR
);
494 context_dirty(ctx
, MATERIAL_BACK_SPECULAR
);
495 context_dirty(ctx
, MATERIAL_FRONT_SHININESS
);
496 context_dirty(ctx
, MATERIAL_BACK_SHININESS
);
499 _swrast_InvalidateState(ctx
, new_state
);
500 _tnl_InvalidateState(ctx
, new_state
);
502 nouveau_state_emit(ctx
);
506 nouveau_state_init(GLcontext
*ctx
)
508 struct nouveau_context
*nctx
= to_nouveau_context(ctx
);
510 ctx
->Driver
.AlphaFunc
= nouveau_alpha_func
;
511 ctx
->Driver
.BlendColor
= nouveau_blend_color
;
512 ctx
->Driver
.BlendEquationSeparate
= nouveau_blend_equation_separate
;
513 ctx
->Driver
.BlendFuncSeparate
= nouveau_blend_func_separate
;
514 ctx
->Driver
.ClipPlane
= nouveau_clip_plane
;
515 ctx
->Driver
.ColorMask
= nouveau_color_mask
;
516 ctx
->Driver
.ColorMaterial
= nouveau_color_material
;
517 ctx
->Driver
.CullFace
= nouveau_cull_face
;
518 ctx
->Driver
.FrontFace
= nouveau_front_face
;
519 ctx
->Driver
.DepthFunc
= nouveau_depth_func
;
520 ctx
->Driver
.DepthMask
= nouveau_depth_mask
;
521 ctx
->Driver
.DepthRange
= nouveau_depth_range
;
522 ctx
->Driver
.DrawBuffer
= nouveau_draw_buffer
;
523 ctx
->Driver
.DrawBuffers
= nouveau_draw_buffers
;
524 ctx
->Driver
.Enable
= nouveau_enable
;
525 ctx
->Driver
.Fogfv
= nouveau_fog
;
526 ctx
->Driver
.Lightfv
= nouveau_light
;
527 ctx
->Driver
.LightModelfv
= nouveau_light_model
;
528 ctx
->Driver
.LineStipple
= nouveau_line_stipple
;
529 ctx
->Driver
.LineWidth
= nouveau_line_width
;
530 ctx
->Driver
.LogicOpcode
= nouveau_logic_opcode
;
531 ctx
->Driver
.PointParameterfv
= nouveau_point_parameter
;
532 ctx
->Driver
.PointSize
= nouveau_point_size
;
533 ctx
->Driver
.PolygonMode
= nouveau_polygon_mode
;
534 ctx
->Driver
.PolygonOffset
= nouveau_polygon_offset
;
535 ctx
->Driver
.PolygonStipple
= nouveau_polygon_stipple
;
536 ctx
->Driver
.RenderMode
= nouveau_render_mode
;
537 ctx
->Driver
.Scissor
= nouveau_scissor
;
538 ctx
->Driver
.ShadeModel
= nouveau_shade_model
;
539 ctx
->Driver
.StencilFuncSeparate
= nouveau_stencil_func_separate
;
540 ctx
->Driver
.StencilMaskSeparate
= nouveau_stencil_mask_separate
;
541 ctx
->Driver
.StencilOpSeparate
= nouveau_stencil_op_separate
;
542 ctx
->Driver
.TexGen
= nouveau_tex_gen
;
543 ctx
->Driver
.TexEnv
= nouveau_tex_env
;
544 ctx
->Driver
.TexParameter
= nouveau_tex_parameter
;
545 ctx
->Driver
.Viewport
= nouveau_viewport
;
547 ctx
->Driver
.UpdateState
= nouveau_update_state
;
549 BITSET_ONES(nctx
->dirty
);