void
nv20_emit_color_material(struct gl_context *ctx, int emit)
{
- struct nouveau_channel *chan = context_chan(ctx);
- struct nouveau_grobj *kelvin = context_eng3d(ctx);
- unsigned mask = get_material_bitmask(ctx->Light.ColorMaterialBitmask);
+ struct nouveau_pushbuf *push = context_push(ctx);
+ unsigned mask = get_material_bitmask(ctx->Light._ColorMaterialBitmask);
- BEGIN_RING(chan, kelvin, NV20_3D_COLOR_MATERIAL, 1);
- OUT_RING(chan, ctx->Light.ColorMaterialEnabled ? mask : 0);
+ BEGIN_NV04(push, NV20_3D(COLOR_MATERIAL), 1);
+ PUSH_DATA (push, ctx->Light.ColorMaterialEnabled ? mask : 0);
}
static unsigned
}
static unsigned
-get_fog_source(unsigned source)
+get_fog_source(unsigned source, unsigned distance_mode)
{
switch (source) {
case GL_FOG_COORDINATE_EXT:
return NV20_3D_FOG_COORD_FOG;
case GL_FRAGMENT_DEPTH_EXT:
- return NV20_3D_FOG_COORD_DIST_ORTHOGONAL_ABS;
+ switch (distance_mode) {
+ case GL_EYE_PLANE_ABSOLUTE_NV:
+ return NV20_3D_FOG_COORD_DIST_ORTHOGONAL_ABS;
+ case GL_EYE_PLANE:
+ return NV20_3D_FOG_COORD_DIST_ORTHOGONAL;
+ case GL_EYE_RADIAL_NV:
+ return NV20_3D_FOG_COORD_DIST_RADIAL;
+ default:
+ assert(0);
+ }
default:
assert(0);
}
nv20_emit_fog(struct gl_context *ctx, int emit)
{
struct nouveau_context *nctx = to_nouveau_context(ctx);
- struct nouveau_channel *chan = context_chan(ctx);
- struct nouveau_grobj *kelvin = context_eng3d(ctx);
+ struct nouveau_pushbuf *push = context_push(ctx);
struct gl_fog_attrib *f = &ctx->Fog;
unsigned source = nctx->fallback == HWTNL ?
f->FogCoordinateSource : GL_FOG_COORDINATE_EXT;
nv10_get_fog_coeff(ctx, k);
- BEGIN_RING(chan, kelvin, NV20_3D_FOG_MODE, 4);
- OUT_RING(chan, (source == GL_FOG_COORDINATE_EXT ?
- get_fog_mode_signed(f->Mode) :
- get_fog_mode_unsigned(f->Mode)));
- OUT_RING(chan, get_fog_source(source));
- OUT_RINGb(chan, f->Enabled);
- OUT_RING(chan, pack_rgba_f(MESA_FORMAT_RGBA8888_REV, f->Color));
-
- BEGIN_RING(chan, kelvin, NV20_3D_FOG_COEFF(0), 3);
- OUT_RINGp(chan, k, 3);
+ BEGIN_NV04(push, NV20_3D(FOG_MODE), 4);
+ PUSH_DATA (push, ((source == GL_FRAGMENT_DEPTH_EXT &&
+ f->FogDistanceMode == GL_EYE_PLANE_ABSOLUTE_NV) ?
+ get_fog_mode_unsigned(f->Mode) :
+ get_fog_mode_signed(f->Mode)));
+ PUSH_DATA (push, get_fog_source(source, f->FogDistanceMode));
+ PUSH_DATAb(push, f->Enabled);
+ PUSH_DATA (push, pack_rgba_f(MESA_FORMAT_RGBA8888_REV, f->Color));
+
+ BEGIN_NV04(push, NV20_3D(FOG_COEFF(0)), 3);
+ PUSH_DATAp(push, k, 3);
}
void
nv20_emit_light_model(struct gl_context *ctx, int emit)
{
- struct nouveau_channel *chan = context_chan(ctx);
- struct nouveau_grobj *kelvin = context_eng3d(ctx);
+ struct nouveau_pushbuf *push = context_push(ctx);
struct gl_lightmodel *m = &ctx->Light.Model;
- BEGIN_RING(chan, kelvin, NV20_3D_SEPARATE_SPECULAR_ENABLE, 1);
- OUT_RINGb(chan, m->ColorControl == GL_SEPARATE_SPECULAR_COLOR);
+ BEGIN_NV04(push, NV20_3D(SEPARATE_SPECULAR_ENABLE), 1);
+ PUSH_DATAb(push, m->ColorControl == GL_SEPARATE_SPECULAR_COLOR);
- BEGIN_RING(chan, kelvin, NV20_3D_LIGHT_MODEL, 1);
- OUT_RING(chan, ((m->LocalViewer ?
+ BEGIN_NV04(push, NV20_3D(LIGHT_MODEL), 1);
+ PUSH_DATA (push, ((m->LocalViewer ?
NV20_3D_LIGHT_MODEL_VIEWER_LOCAL :
NV20_3D_LIGHT_MODEL_VIEWER_NONLOCAL) |
- (NEED_SECONDARY_COLOR(ctx) ?
+ (_mesa_need_secondary_color(ctx) ?
NV20_3D_LIGHT_MODEL_SEPARATE_SPECULAR :
0)));
- BEGIN_RING(chan, kelvin, NV20_3D_LIGHT_MODEL_TWO_SIDE_ENABLE, 1);
- OUT_RINGb(chan, ctx->Light.Model.TwoSide);
+ BEGIN_NV04(push, NV20_3D(LIGHT_MODEL_TWO_SIDE_ENABLE), 1);
+ PUSH_DATAb(push, ctx->Light.Model.TwoSide);
}
void
nv20_emit_light_source(struct gl_context *ctx, int emit)
{
const int i = emit - NOUVEAU_STATE_LIGHT_SOURCE0;
- struct nouveau_channel *chan = context_chan(ctx);
- struct nouveau_grobj *kelvin = context_eng3d(ctx);
+ struct nouveau_pushbuf *push = context_push(ctx);
struct gl_light *l = &ctx->Light.Light[i];
if (l->_Flags & LIGHT_POSITIONAL) {
- BEGIN_RING(chan, kelvin, NV20_3D_LIGHT_POSITION_X(i), 3);
- OUT_RINGp(chan, l->_Position, 3);
+ BEGIN_NV04(push, NV20_3D(LIGHT_POSITION_X(i)), 3);
+ PUSH_DATAp(push, l->_Position, 3);
- BEGIN_RING(chan, kelvin, NV20_3D_LIGHT_ATTENUATION_CONSTANT(i), 3);
- OUT_RINGf(chan, l->ConstantAttenuation);
- OUT_RINGf(chan, l->LinearAttenuation);
- OUT_RINGf(chan, l->QuadraticAttenuation);
+ BEGIN_NV04(push, NV20_3D(LIGHT_ATTENUATION_CONSTANT(i)), 3);
+ PUSH_DATAf(push, l->ConstantAttenuation);
+ PUSH_DATAf(push, l->LinearAttenuation);
+ PUSH_DATAf(push, l->QuadraticAttenuation);
} else {
- BEGIN_RING(chan, kelvin, NV20_3D_LIGHT_DIRECTION_X(i), 3);
- OUT_RINGp(chan, l->_VP_inf_norm, 3);
+ BEGIN_NV04(push, NV20_3D(LIGHT_DIRECTION_X(i)), 3);
+ PUSH_DATAp(push, l->_VP_inf_norm, 3);
- BEGIN_RING(chan, kelvin, NV20_3D_LIGHT_HALF_VECTOR_X(i), 3);
- OUT_RINGp(chan, l->_h_inf_norm, 3);
+ BEGIN_NV04(push, NV20_3D(LIGHT_HALF_VECTOR_X(i)), 3);
+ PUSH_DATAp(push, l->_h_inf_norm, 3);
}
if (l->_Flags & LIGHT_SPOT) {
nv10_get_spot_coeff(l, k);
- BEGIN_RING(chan, kelvin, NV20_3D_LIGHT_SPOT_CUTOFF(i, 0), 7);
- OUT_RINGp(chan, k, 7);
+ BEGIN_NV04(push, NV20_3D(LIGHT_SPOT_CUTOFF(i, 0)), 7);
+ PUSH_DATAp(push, k, 7);
}
}
#define USE_COLOR_MATERIAL(attr, side) \
(ctx->Light.ColorMaterialEnabled && \
- ctx->Light.ColorMaterialBitmask & (1 << MAT_ATTRIB_##attr(side)))
+ ctx->Light._ColorMaterialBitmask & (1 << MAT_ATTRIB_##attr(side)))
void
nv20_emit_material_ambient(struct gl_context *ctx, int emit)
{
const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_AMBIENT;
- struct nouveau_channel *chan = context_chan(ctx);
- struct nouveau_grobj *kelvin = context_eng3d(ctx);
+ struct nouveau_pushbuf *push = context_push(ctx);
float (*mat)[4] = ctx->Light.Material.Attrib;
float c_scene[3], c_factor[3];
struct gl_light *l;
ZERO_3V(c_factor);
}
- BEGIN_RING(chan, kelvin, LIGHT_MODEL_AMBIENT_R(side), 3);
- OUT_RINGp(chan, c_scene, 3);
+ BEGIN_NV04(push, SUBC_3D(LIGHT_MODEL_AMBIENT_R(side)), 3);
+ PUSH_DATAp(push, c_scene, 3);
if (ctx->Light.ColorMaterialEnabled) {
- BEGIN_RING(chan, kelvin, MATERIAL_FACTOR_R(side), 3);
- OUT_RINGp(chan, c_factor, 3);
+ BEGIN_NV04(push, SUBC_3D(MATERIAL_FACTOR_R(side)), 3);
+ PUSH_DATAp(push, c_factor, 3);
}
foreach(l, &ctx->Light.EnabledList) {
l->Ambient :
l->_MatAmbient[side]);
- BEGIN_RING(chan, kelvin, LIGHT_AMBIENT_R(side, i), 3);
- OUT_RINGp(chan, c_light, 3);
+ BEGIN_NV04(push, SUBC_3D(LIGHT_AMBIENT_R(side, i)), 3);
+ PUSH_DATAp(push, c_light, 3);
}
}
nv20_emit_material_diffuse(struct gl_context *ctx, int emit)
{
const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_DIFFUSE;
- struct nouveau_channel *chan = context_chan(ctx);
- struct nouveau_grobj *kelvin = context_eng3d(ctx);
+ struct nouveau_pushbuf *push = context_push(ctx);
GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
struct gl_light *l;
- BEGIN_RING(chan, kelvin, MATERIAL_FACTOR_A(side), 1);
- OUT_RINGf(chan, mat[MAT_ATTRIB_DIFFUSE(side)][3]);
+ BEGIN_NV04(push, SUBC_3D(MATERIAL_FACTOR_A(side)), 1);
+ PUSH_DATAf(push, mat[MAT_ATTRIB_DIFFUSE(side)][3]);
foreach(l, &ctx->Light.EnabledList) {
const int i = l - ctx->Light.Light;
l->Diffuse :
l->_MatDiffuse[side]);
- BEGIN_RING(chan, kelvin, LIGHT_DIFFUSE_R(side, i), 3);
- OUT_RINGp(chan, c_light, 3);
+ BEGIN_NV04(push, SUBC_3D(LIGHT_DIFFUSE_R(side, i)), 3);
+ PUSH_DATAp(push, c_light, 3);
}
}
nv20_emit_material_specular(struct gl_context *ctx, int emit)
{
const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_SPECULAR;
- struct nouveau_channel *chan = context_chan(ctx);
- struct nouveau_grobj *kelvin = context_eng3d(ctx);
+ struct nouveau_pushbuf *push = context_push(ctx);
struct gl_light *l;
foreach(l, &ctx->Light.EnabledList) {
l->Specular :
l->_MatSpecular[side]);
- BEGIN_RING(chan, kelvin, LIGHT_SPECULAR_R(side, i), 3);
- OUT_RINGp(chan, c_light, 3);
+ BEGIN_NV04(push, SUBC_3D(LIGHT_SPECULAR_R(side, i)), 3);
+ PUSH_DATAp(push, c_light, 3);
}
}
nv20_emit_material_shininess(struct gl_context *ctx, int emit)
{
const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_SHININESS;
- struct nouveau_channel *chan = context_chan(ctx);
- struct nouveau_grobj *kelvin = context_eng3d(ctx);
+ struct nouveau_pushbuf *push = context_push(ctx);
float (*mat)[4] = ctx->Light.Material.Attrib;
float k[6];
CLAMP(mat[MAT_ATTRIB_SHININESS(side)][0], 0, 1024),
k);
- BEGIN_RING(chan, kelvin, MATERIAL_SHININESS(side), 6);
- OUT_RINGp(chan, k, 6);
+ BEGIN_NV04(push, SUBC_3D(MATERIAL_SHININESS(side)), 6);
+ PUSH_DATAp(push, k, 6);
}
void
nv20_emit_modelview(struct gl_context *ctx, int emit)
{
struct nouveau_context *nctx = to_nouveau_context(ctx);
- struct nouveau_channel *chan = context_chan(ctx);
- struct nouveau_grobj *kelvin = context_eng3d(ctx);
+ struct nouveau_pushbuf *push = context_push(ctx);
GLmatrix *m = ctx->ModelviewMatrixStack.Top;
if (nctx->fallback != HWTNL)
if (ctx->Light._NeedEyeCoords || ctx->Fog.Enabled ||
(ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) {
- BEGIN_RING(chan, kelvin, NV20_3D_MODELVIEW_MATRIX(0, 0), 16);
- OUT_RINGm(chan, m->m);
+ BEGIN_NV04(push, NV20_3D(MODELVIEW_MATRIX(0, 0)), 16);
+ PUSH_DATAm(push, m->m);
}
if (ctx->Light.Enabled ||
(ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) {
int i, j;
- BEGIN_RING(chan, kelvin,
- NV20_3D_INVERSE_MODELVIEW_MATRIX(0, 0), 12);
+ BEGIN_NV04(push, NV20_3D(INVERSE_MODELVIEW_MATRIX(0, 0)), 12);
for (i = 0; i < 3; i++)
for (j = 0; j < 4; j++)
- OUT_RINGf(chan, m->inv[4*i + j]);
+ PUSH_DATAf(push, m->inv[4*i + j]);
}
}
nv20_emit_projection(struct gl_context *ctx, int emit)
{
struct nouveau_context *nctx = to_nouveau_context(ctx);
- struct nouveau_channel *chan = context_chan(ctx);
- struct nouveau_grobj *kelvin = context_eng3d(ctx);
+ struct nouveau_pushbuf *push = context_push(ctx);
GLmatrix m;
_math_matrix_ctr(&m);
if (nctx->fallback == HWTNL)
_math_matrix_mul_matrix(&m, &m, &ctx->_ModelProjectMatrix);
- BEGIN_RING(chan, kelvin, NV20_3D_PROJECTION_MATRIX(0), 16);
- OUT_RINGm(chan, m.m);
+ BEGIN_NV04(push, NV20_3D(PROJECTION_MATRIX(0)), 16);
+ PUSH_DATAm(push, m.m);
_math_matrix_dtr(&m);
}