_swsetup_CreateContext( ctx );
_math_matrix_ctr(&nmesa->viewport);
+ _math_matrix_ctr(&nmesa->model_proj);
nouveauDDInitStateFuncs( ctx );
nouveauSpanInitFunctions( ctx );
nouveau_renderbuffer_t *depth);
/* Update anything that depends on the window position/size */
void (*WindowMoved)(struct nouveau_context *);
+
+ /* Update projection matrix */
+ void (*UpdateModelProjMatrix)(struct nouveau_context *);
} nouveau_hw_func;
typedef struct nouveau_context {
GLuint color_offset;
GLuint specular_offset;
+ /* Projection*modelview matrix */
+ GLmatrix model_proj;
+
/* Vertex state */
GLuint vertex_size;
GLubyte *verts;
nouveauCalcViewport(ctx);
}
+static void nouveauUpdateModelProjMatrix(GLcontext *ctx)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ _math_matrix_mul_matrix(&(nmesa->model_proj), &(ctx->_ModelProjectMatrix),
+ ctx->ModelviewMatrixStack.Top);
+
+ nmesa->hw_func.UpdateModelProjMatrix(nmesa);
+}
+
static void nouveauDDUpdateHWState(GLcontext *ctx)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
static void nouveauDDInvalidateState(GLcontext *ctx, GLuint new_state)
{
+ if ( new_state & _NEW_PROJECTION ) {
+ nouveauUpdateModelProjMatrix(ctx);
+ }
+ if ( new_state & _NEW_MODELVIEW ) {
+ nouveauUpdateModelProjMatrix(ctx);
+ }
+
_swrast_InvalidateState( ctx, new_state );
_swsetup_InvalidateState( ctx, new_state );
_vbo_InvalidateState( ctx, new_state );
OUT_RING_CACHEp(mat->m, 16);
}
+static void nv10UpdateModelProjMatrix(nouveauContextPtr nmesa)
+{
+ GLcontext *ctx = nmesa->glCtx;
+ GLfloat w = ((GLfloat) ctx->Viewport.Width) * 0.5;
+ GLfloat h = ((GLfloat) ctx->Viewport.Height) * 0.5;
+ GLfloat max_depth = (ctx->Viewport.Near + ctx->Viewport.Far) * 0.5;
+ GLfloat projection[16];
+ int i;
+
+ if (ctx->DrawBuffer) {
+ if (ctx->DrawBuffer->_DepthBuffer) {
+ switch (ctx->DrawBuffer->_DepthBuffer->DepthBits) {
+ case 16:
+ max_depth *= 32767.0;
+ break;
+ case 24:
+ max_depth *= 16777215.0;
+ break;
+ }
+ }
+ }
+
+ /* Rescale for viewport */
+ for (i=0; i<4; i++) {
+ projection[i] = w * nmesa->model_proj.m[i];
+ }
+ for (i=0; i<4; i++) {
+ projection[i+4] = -h * nmesa->model_proj.m[i+4];
+ }
+ for (i=0; i<4; i++) {
+ projection[i+8] = max_depth * nmesa->model_proj.m[i+8];
+ }
+ for (i=0; i<4; i++) {
+ projection[i+12] = nmesa->model_proj.m[i+12];
+ }
+
+ for (i=0; i<16; i++) {
+ printf("%d\t%.3f\t%.3f\n", i,
+ nmesa->model_proj.m[i], projection[i]);
+ }
+
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_PROJECTION_MATRIX(0), 16);
+ OUT_RINGp(projection, 16);
+}
+
/* Update anything that depends on the window position/size */
static void nv10WindowMoved(nouveauContextPtr nmesa)
{
nmesa->hw_func.InitCard = nv10InitCard;
nmesa->hw_func.BindBuffers = nv10BindBuffers;
nmesa->hw_func.WindowMoved = nv10WindowMoved;
+ nmesa->hw_func.UpdateModelProjMatrix = nv10UpdateModelProjMatrix;
}
OUT_RING_CACHEp(mat->m, 16);
}
+static void nv20UpdateModelProjMatrix(nouveauContextPtr nmesa)
+{
+}
+
/* Update anything that depends on the window position/size */
static void nv20WindowMoved(nouveauContextPtr nmesa)
{
nmesa->hw_func.InitCard = nv20InitCard;
nmesa->hw_func.BindBuffers = nv20BindBuffers;
nmesa->hw_func.WindowMoved = nv20WindowMoved;
+ nmesa->hw_func.UpdateModelProjMatrix = nv20UpdateModelProjMatrix;
}
}
}
+static void nv30UpdateModelProjMatrix(nouveauContextPtr nmesa)
+{
+}
+
static void nv30WindowMoved(nouveauContextPtr nmesa)
{
GLcontext *ctx = nmesa->glCtx;
nmesa->hw_func.InitCard = nv30InitCard;
nmesa->hw_func.BindBuffers = nv30BindBuffers;
nmesa->hw_func.WindowMoved = nv30WindowMoved;
+ nmesa->hw_func.UpdateModelProjMatrix = nv30UpdateModelProjMatrix;
}
/* Only with shaders */
}
+static void nv50UpdateModelProjMatrix(nouveauContextPtr nmesa)
+{
+}
+
static void nv50WindowMoved(nouveauContextPtr nmesa)
{
GLcontext *ctx = nmesa->glCtx;
nmesa->hw_func.InitCard = nv50InitCard;
nmesa->hw_func.BindBuffers = nv50BindBuffers;
nmesa->hw_func.WindowMoved = nv50WindowMoved;
+ nmesa->hw_func.UpdateModelProjMatrix = nv50UpdateModelProjMatrix;
}