2 * Copyright (C) 2009-2010 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_gldefs.h"
30 #include "nouveau_util.h"
31 #include "nv10_3d.xml.h"
32 #include "nv10_driver.h"
33 #include "util/bitscan.h"
36 nv10_emit_clip_plane(struct gl_context
*ctx
, int emit
)
40 static inline unsigned
41 get_material_bitmask(unsigned m
)
45 if (m
& MAT_BIT_FRONT_EMISSION
)
46 ret
|= NV10_3D_COLOR_MATERIAL_EMISSION
;
47 if (m
& MAT_BIT_FRONT_AMBIENT
)
48 ret
|= NV10_3D_COLOR_MATERIAL_AMBIENT
;
49 if (m
& MAT_BIT_FRONT_DIFFUSE
)
50 ret
|= NV10_3D_COLOR_MATERIAL_DIFFUSE
;
51 if (m
& MAT_BIT_FRONT_SPECULAR
)
52 ret
|= NV10_3D_COLOR_MATERIAL_SPECULAR
;
58 nv10_emit_color_material(struct gl_context
*ctx
, int emit
)
60 struct nouveau_pushbuf
*push
= context_push(ctx
);
61 unsigned mask
= get_material_bitmask(ctx
->Light
._ColorMaterialBitmask
);
63 BEGIN_NV04(push
, NV10_3D(COLOR_MATERIAL
), 1);
64 PUSH_DATA (push
, ctx
->Light
.ColorMaterialEnabled
? mask
: 0);
68 get_fog_mode(unsigned mode
)
72 return NV10_3D_FOG_MODE_LINEAR
;
74 return NV10_3D_FOG_MODE_EXP
;
76 return NV10_3D_FOG_MODE_EXP2
;
83 get_fog_source(unsigned source
, unsigned distance_mode
)
86 case GL_FOG_COORDINATE_EXT
:
87 return NV10_3D_FOG_COORD_FOG
;
88 case GL_FRAGMENT_DEPTH_EXT
:
89 switch (distance_mode
) {
90 case GL_EYE_PLANE_ABSOLUTE_NV
:
91 return NV10_3D_FOG_COORD_DIST_ORTHOGONAL_ABS
;
93 return NV10_3D_FOG_COORD_DIST_ORTHOGONAL
;
94 case GL_EYE_RADIAL_NV
:
95 return NV10_3D_FOG_COORD_DIST_RADIAL
;
105 nv10_get_fog_coeff(struct gl_context
*ctx
, float k
[3])
107 struct gl_fog_attrib
*f
= &ctx
->Fog
;
111 k
[0] = 2 + f
->Start
/ (f
->End
- f
->Start
);
112 k
[1] = -1 / (f
->End
- f
->Start
);
117 k
[1] = -0.09 * f
->Density
;
122 k
[1] = -0.21 * f
->Density
;
133 nv10_emit_fog(struct gl_context
*ctx
, int emit
)
135 struct nouveau_context
*nctx
= to_nouveau_context(ctx
);
136 struct nouveau_pushbuf
*push
= context_push(ctx
);
137 struct gl_fog_attrib
*f
= &ctx
->Fog
;
138 unsigned source
= nctx
->fallback
== HWTNL
?
139 f
->FogCoordinateSource
: GL_FOG_COORDINATE_EXT
;
142 nv10_get_fog_coeff(ctx
, k
);
144 BEGIN_NV04(push
, NV10_3D(FOG_MODE
), 4);
145 PUSH_DATA (push
, get_fog_mode(f
->Mode
));
146 PUSH_DATA (push
, get_fog_source(source
, f
->FogDistanceMode
));
147 PUSH_DATAb(push
, f
->Enabled
);
148 PUSH_DATA (push
, pack_rgba_f(MESA_FORMAT_R8G8B8A8_UNORM
, f
->Color
));
150 BEGIN_NV04(push
, NV10_3D(FOG_COEFF(0)), 3);
151 PUSH_DATAp(push
, k
, 3);
153 context_dirty(ctx
, FRAG
);
156 static inline unsigned
157 get_light_mode(struct gl_light
*l
)
160 if (l
->_Flags
& LIGHT_SPOT
)
161 return NV10_3D_ENABLED_LIGHTS_0_DIRECTIONAL
;
162 else if (l
->_Flags
& LIGHT_POSITIONAL
)
163 return NV10_3D_ENABLED_LIGHTS_0_POSITIONAL
;
165 return NV10_3D_ENABLED_LIGHTS_0_NONPOSITIONAL
;
167 return NV10_3D_ENABLED_LIGHTS_0_DISABLED
;
172 nv10_emit_light_enable(struct gl_context
*ctx
, int emit
)
174 struct nouveau_context
*nctx
= to_nouveau_context(ctx
);
175 struct nouveau_pushbuf
*push
= context_push(ctx
);
176 uint32_t en_lights
= 0;
179 if (nctx
->fallback
!= HWTNL
) {
180 BEGIN_NV04(push
, NV10_3D(LIGHTING_ENABLE
), 1);
185 for (i
= 0; i
< MAX_LIGHTS
; i
++)
186 en_lights
|= get_light_mode(&ctx
->Light
.Light
[i
]) << 2 * i
;
188 BEGIN_NV04(push
, NV10_3D(ENABLED_LIGHTS
), 1);
189 PUSH_DATA (push
, en_lights
);
190 BEGIN_NV04(push
, NV10_3D(LIGHTING_ENABLE
), 1);
191 PUSH_DATAb(push
, ctx
->Light
.Enabled
);
192 BEGIN_NV04(push
, NV10_3D(NORMALIZE_ENABLE
), 1);
193 PUSH_DATAb(push
, ctx
->Transform
.Normalize
);
197 nv10_emit_light_model(struct gl_context
*ctx
, int emit
)
199 struct nouveau_pushbuf
*push
= context_push(ctx
);
200 struct gl_lightmodel
*m
= &ctx
->Light
.Model
;
202 BEGIN_NV04(push
, NV10_3D(SEPARATE_SPECULAR_ENABLE
), 1);
203 PUSH_DATAb(push
, m
->ColorControl
== GL_SEPARATE_SPECULAR_COLOR
);
205 BEGIN_NV04(push
, NV10_3D(LIGHT_MODEL
), 1);
206 PUSH_DATA (push
, ((m
->LocalViewer
?
207 NV10_3D_LIGHT_MODEL_LOCAL_VIEWER
: 0) |
208 (_mesa_need_secondary_color(ctx
) ?
209 NV10_3D_LIGHT_MODEL_SEPARATE_SPECULAR
: 0) |
210 (!ctx
->Light
.Enabled
&& ctx
->Fog
.ColorSumEnabled
?
211 NV10_3D_LIGHT_MODEL_VERTEX_SPECULAR
: 0)));
215 get_shine(const float p
[], float x
)
218 const float *y
= &p
[1];
219 float f
= (n
- 1) * (1 - 1 / (1 + p
[0] * x
))
220 / (1 - 1 / (1 + p
[0] * 1024));
223 /* Linear interpolation in f-space (Faster and somewhat more
224 * accurate than x-space). */
230 return y
[i
] + (y
[i
+ 1] - y
[i
]) * (f
- i
);
233 static const float nv10_spot_params
[2][16] = {
234 { 0.02, -3.80e-05, -1.77, -2.41, -2.71, -2.88, -2.98, -3.06,
235 -3.11, -3.17, -3.23, -3.28, -3.37, -3.47, -3.83, -5.11 },
236 { 0.02, -0.01, 1.77, 2.39, 2.70, 2.87, 2.98, 3.06,
237 3.10, 3.16, 3.23, 3.27, 3.37, 3.47, 3.83, 5.11 },
241 nv10_get_spot_coeff(struct gl_light
*l
, float k
[7])
243 float e
= l
->SpotExponent
;
244 float a0
, b0
, a1
, a2
, b2
, a3
;
247 a0
= -1 - 5.36e-3 / sqrt(e
);
250 b0
= 1 / (1 + 0.273 * e
);
252 a1
= get_shine(nv10_spot_params
[0], e
);
254 a2
= get_shine(nv10_spot_params
[1], e
);
255 b2
= 1 / (1 + 0.273 * e
);
257 a3
= 0.9 + 0.278 * e
;
259 if (l
->SpotCutoff
> 0) {
260 float cutoff
= MAX2(a3
, 1 / (1 - l
->_CosCutoff
));
262 k
[0] = MAX2(0, a0
+ b0
* cutoff
);
264 k
[2] = a2
+ b2
* cutoff
;
265 k
[3] = - cutoff
* l
->_NormSpotDirection
[0];
266 k
[4] = - cutoff
* l
->_NormSpotDirection
[1];
267 k
[5] = - cutoff
* l
->_NormSpotDirection
[2];
274 k
[3] = - l
->_NormSpotDirection
[0];
275 k
[4] = - l
->_NormSpotDirection
[1];
276 k
[5] = - l
->_NormSpotDirection
[2];
282 nv10_emit_light_source(struct gl_context
*ctx
, int emit
)
284 const int i
= emit
- NOUVEAU_STATE_LIGHT_SOURCE0
;
285 struct nouveau_pushbuf
*push
= context_push(ctx
);
286 struct gl_light
*l
= &ctx
->Light
.Light
[i
];
288 if (l
->_Flags
& LIGHT_POSITIONAL
) {
289 BEGIN_NV04(push
, NV10_3D(LIGHT_POSITION_X(i
)), 3);
290 PUSH_DATAp(push
, l
->_Position
, 3);
292 BEGIN_NV04(push
, NV10_3D(LIGHT_ATTENUATION_CONSTANT(i
)), 3);
293 PUSH_DATAf(push
, l
->ConstantAttenuation
);
294 PUSH_DATAf(push
, l
->LinearAttenuation
);
295 PUSH_DATAf(push
, l
->QuadraticAttenuation
);
298 BEGIN_NV04(push
, NV10_3D(LIGHT_DIRECTION_X(i
)), 3);
299 PUSH_DATAp(push
, l
->_VP_inf_norm
, 3);
301 BEGIN_NV04(push
, NV10_3D(LIGHT_HALF_VECTOR_X(i
)), 3);
302 PUSH_DATAp(push
, l
->_h_inf_norm
, 3);
305 if (l
->_Flags
& LIGHT_SPOT
) {
308 nv10_get_spot_coeff(l
, k
);
310 BEGIN_NV04(push
, NV10_3D(LIGHT_SPOT_CUTOFF(i
, 0)), 7);
311 PUSH_DATAp(push
, k
, 7);
315 #define USE_COLOR_MATERIAL(attr) \
316 (ctx->Light.ColorMaterialEnabled && \
317 ctx->Light._ColorMaterialBitmask & (1 << MAT_ATTRIB_FRONT_##attr))
320 nv10_emit_material_ambient(struct gl_context
*ctx
, int emit
)
322 struct nouveau_pushbuf
*push
= context_push(ctx
);
323 float (*mat
)[4] = ctx
->Light
.Material
.Attrib
;
324 float c_scene
[3], c_factor
[3];
327 if (USE_COLOR_MATERIAL(AMBIENT
)) {
328 COPY_3V(c_scene
, ctx
->Light
.Model
.Ambient
);
329 COPY_3V(c_factor
, mat
[MAT_ATTRIB_FRONT_EMISSION
]);
331 } else if (USE_COLOR_MATERIAL(EMISSION
)) {
332 SCALE_3V(c_scene
, mat
[MAT_ATTRIB_FRONT_AMBIENT
],
333 ctx
->Light
.Model
.Ambient
);
337 COPY_3V(c_scene
, ctx
->Light
._BaseColor
[0]);
341 BEGIN_NV04(push
, NV10_3D(LIGHT_MODEL_AMBIENT_R
), 3);
342 PUSH_DATAp(push
, c_scene
, 3);
344 if (ctx
->Light
.ColorMaterialEnabled
) {
345 BEGIN_NV04(push
, NV10_3D(MATERIAL_FACTOR_R
), 3);
346 PUSH_DATAp(push
, c_factor
, 3);
349 mask
= ctx
->Light
._EnabledLights
;
351 const int i
= u_bit_scan(&mask
);
352 struct gl_light
*l
= &ctx
->Light
.Light
[i
];
353 float *c_light
= (USE_COLOR_MATERIAL(AMBIENT
) ?
357 BEGIN_NV04(push
, NV10_3D(LIGHT_AMBIENT_R(i
)), 3);
358 PUSH_DATAp(push
, c_light
, 3);
363 nv10_emit_material_diffuse(struct gl_context
*ctx
, int emit
)
365 struct nouveau_pushbuf
*push
= context_push(ctx
);
366 GLfloat (*mat
)[4] = ctx
->Light
.Material
.Attrib
;
369 BEGIN_NV04(push
, NV10_3D(MATERIAL_FACTOR_A
), 1);
370 PUSH_DATAf(push
, mat
[MAT_ATTRIB_FRONT_DIFFUSE
][3]);
372 mask
= ctx
->Light
._EnabledLights
;
374 const int i
= u_bit_scan(&mask
);
375 struct gl_light
*l
= &ctx
->Light
.Light
[i
];
376 float *c_light
= (USE_COLOR_MATERIAL(DIFFUSE
) ?
380 BEGIN_NV04(push
, NV10_3D(LIGHT_DIFFUSE_R(i
)), 3);
381 PUSH_DATAp(push
, c_light
, 3);
386 nv10_emit_material_specular(struct gl_context
*ctx
, int emit
)
388 struct nouveau_pushbuf
*push
= context_push(ctx
);
391 mask
= ctx
->Light
._EnabledLights
;
393 const int i
= u_bit_scan(&mask
);
394 struct gl_light
*l
= &ctx
->Light
.Light
[i
];
395 float *c_light
= (USE_COLOR_MATERIAL(SPECULAR
) ?
399 BEGIN_NV04(push
, NV10_3D(LIGHT_SPECULAR_R(i
)), 3);
400 PUSH_DATAp(push
, c_light
, 3);
404 static const float nv10_shininess_param
[6][16] = {
405 { 0.70, 0.00, 0.06, 0.06, 0.05, 0.04, 0.02, 0.00,
406 -0.06, -0.13, -0.24, -0.36, -0.51, -0.66, -0.82, -1.00 },
407 { 0.01, 1.00, -2.29, -2.77, -2.96, -3.06, -3.12, -3.18,
408 -3.24, -3.29, -3.36, -3.43, -3.51, -3.75, -4.33, -5.11 },
409 { 0.02, 0.00, 2.28, 2.75, 2.94, 3.04, 3.1, 3.15,
410 3.18, 3.22, 3.27, 3.32, 3.39, 3.48, 3.84, 5.11 },
411 { 0.70, 0.00, 0.05, 0.06, 0.06, 0.06, 0.05, 0.04,
412 0.02, 0.01, -0.03, -0.12, -0.25, -0.43, -0.68, -0.99 },
413 { 0.01, 1.00, -1.61, -2.35, -2.67, -2.84, -2.96, -3.05,
414 -3.08, -3.14, -3.2, -3.26, -3.32, -3.42, -3.54, -4.21 },
415 { 0.01, 0.00, 2.25, 2.73, 2.92, 3.03, 3.09, 3.15,
416 3.16, 3.21, 3.25, 3.29, 3.35, 3.43, 3.56, 4.22 },
420 nv10_get_shininess_coeff(float s
, float k
[6])
424 for (i
= 0; i
< 6; i
++)
425 k
[i
] = get_shine(nv10_shininess_param
[i
], s
);
429 nv10_emit_material_shininess(struct gl_context
*ctx
, int emit
)
431 struct nouveau_pushbuf
*push
= context_push(ctx
);
432 float (*mat
)[4] = ctx
->Light
.Material
.Attrib
;
435 nv10_get_shininess_coeff(
436 CLAMP(mat
[MAT_ATTRIB_FRONT_SHININESS
][0], 0, 1024),
439 BEGIN_NV04(push
, NV10_3D(MATERIAL_SHININESS(0)), 6);
440 PUSH_DATAp(push
, k
, 6);
444 nv10_emit_modelview(struct gl_context
*ctx
, int emit
)
446 struct nouveau_context
*nctx
= to_nouveau_context(ctx
);
447 struct nouveau_pushbuf
*push
= context_push(ctx
);
448 GLmatrix
*m
= ctx
->ModelviewMatrixStack
.Top
;
450 if (nctx
->fallback
!= HWTNL
)
453 if (ctx
->Light
._NeedEyeCoords
|| ctx
->Fog
.Enabled
||
454 (ctx
->Texture
._GenFlags
& TEXGEN_NEED_EYE_COORD
)) {
455 BEGIN_NV04(push
, NV10_3D(MODELVIEW_MATRIX(0, 0)), 16);
456 PUSH_DATAm(push
, m
->m
);
459 if (ctx
->Light
.Enabled
||
460 (ctx
->Texture
._GenFlags
& TEXGEN_NEED_EYE_COORD
)) {
463 BEGIN_NV04(push
, NV10_3D(INVERSE_MODELVIEW_MATRIX(0, 0)), 12);
464 for (i
= 0; i
< 3; i
++)
465 for (j
= 0; j
< 4; j
++)
466 PUSH_DATAf(push
, m
->inv
[4*i
+ j
]);
471 nv10_emit_point_parameter(struct gl_context
*ctx
, int emit
)
476 nv10_emit_projection(struct gl_context
*ctx
, int emit
)
478 struct nouveau_context
*nctx
= to_nouveau_context(ctx
);
479 struct nouveau_pushbuf
*push
= context_push(ctx
);
482 _math_matrix_ctr(&m
);
483 get_viewport_scale(ctx
, m
.m
);
485 if (nv10_use_viewport_zclear(ctx
))
488 if (nctx
->fallback
== HWTNL
)
489 _math_matrix_mul_matrix(&m
, &m
, &ctx
->_ModelProjectMatrix
);
491 BEGIN_NV04(push
, NV10_3D(PROJECTION_MATRIX(0)), 16);
492 PUSH_DATAm(push
, m
.m
);
494 _math_matrix_dtr(&m
);