OUT_RING_CACHE((dfactorA<<16) | dfactorRGB);
}
+static void nv30Clear(GLcontext *ctx, GLbitfield mask)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ GLuint hw_bufs = 0;
+
+ if (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT))
+ hw_bufs |= 0xf0;
+ if (mask & (BUFFER_BIT_DEPTH))
+ hw_bufs |= 0x03;
+
+ if (hw_bufs) {
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLEAR_WHICH_BUFFERS, 1);
+ OUT_RING(hw_bufs);
+ }
+}
+
static void nv30ClearColor(GLcontext *ctx, const GLfloat color[4])
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
// case GL_MAP2_VERTEX_4:
// case GL_MINMAX:
case GL_NORMALIZE:
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_NORMALIZE_ENABLE, 1);
- OUT_RING_CACHE(state);
+ if (nmesa->screen->card->type != NV_44) {
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_NORMALIZE_ENABLE, 1);
+ OUT_RING_CACHE(state);
+ }
break;
// case GL_POINT_SMOOTH:
case GL_POLYGON_OFFSET_POINT:
// case GL_POST_COLOR_MATRIX_COLOR_TABLE:
// case GL_POST_CONVOLUTION_COLOR_TABLE:
// case GL_RESCALE_NORMAL:
-// case GL_SCISSOR_TEST:
+ case GL_SCISSOR_TEST:
+ /* No enable bit, nv30Scissor will adjust to max range */
+ ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
+ ctx->Scissor.Width, ctx->Scissor.Height);
+ break;
// case GL_SEPARABLE_2D:
case GL_STENCIL_TEST:
// TODO BACK and FRONT ?
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_FRONT_ENABLE, 1);
+ OUT_RING_CACHE(state);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_BACK_ENABLE, 1);
OUT_RING_CACHE(state);
break;
static void nv30Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ if (NOUVEAU_CARD_USING_SHADERS)
+ return;
+
switch(pname)
{
- case GL_FOG_MODE:
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_MODE, 1);
- //OUT_RING_CACHE (params);
+ case GL_FOG_MODE:
+ {
+ int mode = 0;
+ /* The modes are different in GL and the card. */
+ switch(ctx->Fog.Mode)
+ {
+ case GL_LINEAR:
+ mode = 0x804;
+ break;
+ case GL_EXP:
+ mode = 0x802;
break;
- /* TODO: unsure about the rest.*/
- default:
+ case GL_EXP2:
+ mode = 0x803;
break;
+ }
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_MODE, 1);
+ OUT_RING_CACHE (mode);
+ break;
+ }
+ case GL_FOG_COLOR:
+ {
+ GLubyte c[4];
+ UNCLAMPED_FLOAT_TO_RGBA_CHAN(c,params);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_COLOR, 1);
+ /* nvidia ignores the alpha channel */
+ OUT_RING_CACHE(PACK_COLOR_8888_REV(c[0],c[1],c[2],c[3]));
+ break;
+ }
+ case GL_FOG_DENSITY:
+ case GL_FOG_START:
+ case GL_FOG_END:
+ {
+ GLfloat f=0., c=0.;
+ switch(ctx->Fog.Mode)
+ {
+ case GL_LINEAR:
+ f = -1.0/(ctx->Fog.End - ctx->Fog.Start);
+ c = ctx->Fog.Start/(ctx->Fog.End - ctx->Fog.Start) + 2.001953;
+ break;
+ case GL_EXP:
+ f = -0.090168*ctx->Fog.Density;
+ c = 1.5;
+ case GL_EXP2:
+ f = -0.212330*ctx->Fog.Density;
+ c = 1.5;
+ }
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_EQUATION_LINEAR, 1);
+ OUT_RING_CACHE(f);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_EQUATION_CONSTANT, 1);
+ OUT_RING_CACHE(c);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_EQUATION_QUADRATIC, 1);
+ OUT_RING_CACHE(0); /* Is this always the same? */
+ break;
+ }
+// case GL_FOG_COORD_SRC:
+ default:
+ break;
}
-
}
static void nv30Hint(GLcontext *ctx, GLenum target, GLenum mode)
// void (*IndexMask)(GLcontext *ctx, GLuint mask);
+enum {
+ SPOTLIGHT_NO_UPDATE,
+ SPOTLIGHT_UPDATE_EXPONENT,
+ SPOTLIGHT_UPDATE_DIRECTION,
+ SPOTLIGHT_UPDATE_ALL
+};
+
static void nv30Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params )
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ GLint p = light - GL_LIGHT0;
+ struct gl_light *l = &ctx->Light.Light[p];
+ int spotlight_update = SPOTLIGHT_NO_UPDATE;
if (NOUVEAU_CARD_USING_SHADERS)
return;
switch(pname)
{
case GL_AMBIENT:
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_A(light), 3);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_R(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
case GL_DIFFUSE:
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_A(light), 3);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_R(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
case GL_SPECULAR:
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_A(light), 3);
- OUT_RING_CACHEf(params[0]);
- OUT_RING_CACHEf(params[1]);
- OUT_RING_CACHEf(params[2]);
- break;
- case GL_SPOT_DIRECTION:
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(light), 3);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_R(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
case GL_POSITION:
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(light), 3);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
+ case GL_SPOT_DIRECTION:
+ spotlight_update = SPOTLIGHT_UPDATE_DIRECTION;
+ break;
case GL_SPOT_EXPONENT:
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(light), 1);
- OUT_RING_CACHEf(*params);
+ spotlight_update = SPOTLIGHT_UPDATE_EXPONENT;
break;
case GL_SPOT_CUTOFF:
- /* you can't factor these */
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(light), 1);
- OUT_RING_CACHEf(params[0]);
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(light), 1);
- OUT_RING_CACHEf(params[1]);
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(light), 1);
- OUT_RING_CACHEf(params[2]);
+ spotlight_update = SPOTLIGHT_UPDATE_ALL;
break;
case GL_CONSTANT_ATTENUATION:
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(light), 1);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(p), 1);
OUT_RING_CACHEf(*params);
break;
case GL_LINEAR_ATTENUATION:
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(light), 1);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(p), 1);
OUT_RING_CACHEf(*params);
break;
case GL_QUADRATIC_ATTENUATION:
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(light), 1);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(p), 1);
OUT_RING_CACHEf(*params);
break;
default:
break;
}
+
+ switch(spotlight_update) {
+ case SPOTLIGHT_UPDATE_DIRECTION:
+ {
+ GLfloat x,y,z;
+ GLfloat spot_light_coef_a = 1.0 / (l->_CosCutoff - 1.0);
+ x = spot_light_coef_a * l->_NormDirection[0];
+ y = spot_light_coef_a * l->_NormDirection[1];
+ z = spot_light_coef_a * l->_NormDirection[2];
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(p), 3);
+ OUT_RING_CACHEf(x);
+ OUT_RING_CACHEf(y);
+ OUT_RING_CACHEf(z);
+ }
+ break;
+ case SPOTLIGHT_UPDATE_EXPONENT:
+ {
+ GLfloat cc,lc,qc;
+ cc = 1.0; /* FIXME: These need to be correctly computed */
+ lc = 0.0;
+ qc = 2.0;
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 3);
+ OUT_RING_CACHEf(cc);
+ OUT_RING_CACHEf(lc);
+ OUT_RING_CACHEf(qc);
+ }
+ break;
+ case SPOTLIGHT_UPDATE_ALL:
+ {
+ GLfloat cc,lc,qc, x,y,z, c;
+ GLfloat spot_light_coef_a = 1.0 / (l->_CosCutoff - 1.0);
+ cc = 1.0; /* FIXME: These need to be correctly computed */
+ lc = 0.0;
+ qc = 2.0;
+ x = spot_light_coef_a * l->_NormDirection[0];
+ y = spot_light_coef_a * l->_NormDirection[1];
+ z = spot_light_coef_a * l->_NormDirection[2];
+ c = spot_light_coef_a + 1.0;
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 7);
+ OUT_RING_CACHEf(cc);
+ OUT_RING_CACHEf(lc);
+ OUT_RING_CACHEf(qc);
+ OUT_RING_CACHEf(x);
+ OUT_RING_CACHEf(y);
+ OUT_RING_CACHEf(z);
+ OUT_RING_CACHEf(c);
+ }
+ break;
+ default:
+ break;
+ }
}
/** Set the lighting model parameters */
static void nv30PolygonOffset(GLcontext *ctx, GLfloat factor, GLfloat units)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FACTOR, 2);
- OUT_RINGf(factor);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FACTOR, 2);
+ OUT_RING_CACHEf(factor);
/* Looks like we always multiply units by 2.0... according to the dumps.*/
- OUT_RINGf(units * 2.0);
+ OUT_RING_CACHEf(units * 2.0);
}
/** Set the polygon stippling pattern */
static void nv30PolygonStipple(GLcontext *ctx, const GLubyte *mask )
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_STIPPLE_PATTERN(0), 32);
- OUT_RINGp(mask, 32);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_STIPPLE_PATTERN(0), 32);
+ OUT_RING_CACHEp(mask, 32);
}
/* Specifies the current buffer for reading */
static void nv30Scissor(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_SCISSOR_WIDTH_XPOS, 2);
- OUT_RING((w << 16) | x);
- OUT_RING((y << 16) | y);
+
+ /* There's no scissor enable bit, so adjust the scissor to cover the
+ * maximum draw buffer bounds
+ */
+ if (!ctx->Scissor.Enabled) {
+ x = y = 0;
+ w = h = 4095;
+ } else {
+ x += nmesa->drawX;
+ y += nmesa->drawY;
+ }
+
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_SCISSOR_WIDTH_XPOS, 2);
+ OUT_RING_CACHE(((w) << 16) | x);
+ OUT_RING_CACHE(((h) << 16) | y);
}
/** Select flat or smooth shading */
static void nv30TextureMatrix(GLcontext *ctx, GLuint unit, const GLmatrix *mat)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_TX_MATRIX(unit, 0), 16);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_TX_MATRIX(unit, 0), 16);
/*XXX: This SHOULD work.*/
- OUT_RINGp(mat->m, 16);
+ OUT_RING_CACHEp(mat->m, 16);
}
-/** Set the viewport */
-static void nv30Viewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
+static void nv30WindowMoved(nouveauContextPtr nmesa)
{
- /* TODO: Where do the VIEWPORT_XFRM_* regs come in? */
- nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ GLcontext *ctx = nmesa->glCtx;
+ GLfloat *v = nmesa->viewport.m;
+ GLuint w = ctx->Viewport.Width;
+ GLuint h = ctx->Viewport.Height;
+ GLuint x = ctx->Viewport.X + nmesa->drawX;
+ GLuint y = ctx->Viewport.Y + nmesa->drawY;
+
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_VIEWPORT_DIMS_0, 2);
OUT_RING_CACHE((w << 16) | x);
OUT_RING_CACHE((h << 16) | y);
-}
-
-void nv30InitStateFuncs(struct dd_function_table *func)
+ /* something to do with clears, possibly doesn't belong here */
+ BEGIN_RING_CACHE(NvSub3D,
+ NV30_TCL_PRIMITIVE_3D_VIEWPORT_COLOR_BUFFER_OFS0, 2);
+ OUT_RING_CACHE(((w+x) << 16) | x);
+ OUT_RING_CACHE(((h+y) << 16) | y);
+ /* viewport transform */
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_VIEWPORT_XFRM_OX, 8);
+ OUT_RING_CACHEf (v[MAT_TX]);
+ OUT_RING_CACHEf (v[MAT_TY]);
+ OUT_RING_CACHEf (v[MAT_TZ]);
+ OUT_RING_CACHEf (0.0);
+ OUT_RING_CACHEf (v[MAT_SX]);
+ OUT_RING_CACHEf (v[MAT_SY]);
+ OUT_RING_CACHEf (v[MAT_SZ]);
+ OUT_RING_CACHEf (0.0);
+
+ ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
+ ctx->Scissor.Width, ctx->Scissor.Height);
+}
+
+static GLboolean nv30InitCard(nouveauContextPtr nmesa)
+{
+ /* Need some love.. */
+ return GL_FALSE;
+}
+
+static GLboolean nv40InitCard(nouveauContextPtr nmesa)
+{
+ nouveauObjectOnSubchannel(nmesa, NvSub3D, Nv3D);
+
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_SET_OBJECT1, 2);
+ OUT_RING(NvDmaFB);
+ OUT_RING(NvDmaFB);
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_SET_OBJECT8, 1);
+ OUT_RING(NvDmaFB);
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_SET_OBJECT4, 2);
+ OUT_RING(NvDmaFB);
+ OUT_RING(NvDmaFB);
+ BEGIN_RING_SIZE(NvSub3D, 0x0220, 1);
+ OUT_RING(1);
+
+ BEGIN_RING_SIZE(NvSub3D, 0x1ea4, 3);
+ OUT_RING(0x00000010);
+ OUT_RING(0x01000100);
+ OUT_RING(0xff800006);
+ BEGIN_RING_SIZE(NvSub3D, 0x1fc4, 1);
+ OUT_RING(0x06144321);
+ BEGIN_RING_SIZE(NvSub3D, 0x1fc8, 2);
+ OUT_RING(0xedcba987);
+ OUT_RING(0x00000021);
+ BEGIN_RING_SIZE(NvSub3D, 0x1fd0, 1);
+ OUT_RING(0x00171615);
+ BEGIN_RING_SIZE(NvSub3D, 0x1fd4, 1);
+ OUT_RING(0x001b1a19);
+
+ BEGIN_RING_SIZE(NvSub3D, 0x1ef8, 1);
+ OUT_RING(0x0020ffff);
+ BEGIN_RING_SIZE(NvSub3D, 0x1d64, 1);
+ OUT_RING(0x00d30000);
+ BEGIN_RING_SIZE(NvSub3D, 0x1e94, 1);
+ OUT_RING(0x00000001);
+
+ BEGIN_RING_SIZE(NvSub3D, 0x1d60, 1);
+ OUT_RING(0x03008000);
+
+ return GL_TRUE;
+}
+
+static GLboolean nv30BindBuffers(nouveauContextPtr nmesa, int num_color,
+ nouveau_renderbuffer **color,
+ nouveau_renderbuffer *depth)
+{
+ GLuint x, y, w, h;
+
+ w = color[0]->mesa.Width;
+ h = color[0]->mesa.Height;
+ x = nmesa->drawX;
+ y = nmesa->drawY;
+
+ if (num_color != 1)
+ return GL_FALSE;
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_VIEWPORT_COLOR_BUFFER_DIM0, 5);
+ OUT_RING (((w+x)<<16)|x);
+ OUT_RING (((h+y)<<16)|y);
+ if (color[0]->mesa._ActualFormat == GL_RGBA8)
+ OUT_RING (0x148);
+ else
+ OUT_RING (0x143);
+ OUT_RING (color[0]->pitch);
+ OUT_RING (color[0]->offset);
+
+ if (depth) {
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_OFFSET, 1);
+ OUT_RING (depth->offset);
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LMA_DEPTH_BUFFER_PITCH, 1);
+ OUT_RING (depth->pitch);
+ }
+
+ return GL_TRUE;
+}
+
+void nv30InitStateFuncs(GLcontext *ctx, struct dd_function_table *func)
{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
func->AlphaFunc = nv30AlphaFunc;
func->BlendColor = nv30BlendColor;
func->BlendEquationSeparate = nv30BlendEquationSeparate;
func->BlendFuncSeparate = nv30BlendFuncSeparate;
+ func->Clear = nv30Clear;
func->ClearColor = nv30ClearColor;
func->ClearDepth = nv30ClearDepth;
func->ClearStencil = nv30ClearStencil;
func->FrontFace = nv30FrontFace;
func->DepthFunc = nv30DepthFunc;
func->DepthMask = nv30DepthMask;
- func->DepthRange = nv30DepthRange;
func->Enable = nv30Enable;
func->Fogfv = nv30Fogfv;
func->Hint = nv30Hint;
func->TexParameter = nv30TexParameter;
#endif
func->TextureMatrix = nv30TextureMatrix;
- func->Viewport = nv30Viewport;
+
+
+ if (nmesa->screen->card->type >= NV_40)
+ nmesa->hw_func.InitCard = nv40InitCard;
+ else
+ nmesa->hw_func.InitCard = nv30InitCard;
+ nmesa->hw_func.BindBuffers = nv30BindBuffers;
+ nmesa->hw_func.WindowMoved = nv30WindowMoved;
}