/* * Copyright (C) 2009 Francisco Jerez. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial * portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * */ #include "nouveau_driver.h" #include "nouveau_context.h" #include "nouveau_util.h" #include "nv_object.xml.h" #include "nv04_3d.xml.h" #include "nv04_driver.h" #include "main/stencil.h" static unsigned get_comparison_op(unsigned op) { switch (op) { case GL_NEVER: return 0x1; case GL_LESS: return 0x2; case GL_EQUAL: return 0x3; case GL_LEQUAL: return 0x4; case GL_GREATER: return 0x5; case GL_NOTEQUAL: return 0x6; case GL_GEQUAL: return 0x7; case GL_ALWAYS: return 0x8; default: assert(0); } } static unsigned get_stencil_op(unsigned op) { switch (op) { case GL_KEEP: return 0x1; case GL_ZERO: return 0x2; case GL_REPLACE: return 0x3; case GL_INCR: return 0x4; case GL_DECR: return 0x5; case GL_INVERT: return 0x6; case GL_INCR_WRAP: return 0x7; case GL_DECR_WRAP: return 0x8; default: assert(0); } } static unsigned get_blend_func(unsigned func) { switch (func) { case GL_ZERO: return 0x1; case GL_ONE: return 0x2; case GL_SRC_COLOR: return 0x3; case GL_ONE_MINUS_SRC_COLOR: return 0x4; case GL_SRC_ALPHA: return 0x5; case GL_ONE_MINUS_SRC_ALPHA: return 0x6; case GL_DST_ALPHA: return 0x7; case GL_ONE_MINUS_DST_ALPHA: return 0x8; case GL_DST_COLOR: return 0x9; case GL_ONE_MINUS_DST_COLOR: return 0xa; case GL_SRC_ALPHA_SATURATE: return 0xb; default: assert(0); } } void nv04_defer_control(struct gl_context *ctx, int emit) { context_dirty(ctx, CONTROL); } void nv04_emit_control(struct gl_context *ctx, int emit) { struct nv04_context *nv04 = to_nv04_context(ctx); int cull = ctx->Polygon.CullFaceMode; int front = ctx->Polygon.FrontFace; nv04->ctrl[0] = NV04_TEXTURED_TRIANGLE_CONTROL_Z_FORMAT_FIXED | NV04_TEXTURED_TRIANGLE_CONTROL_ORIGIN_CORNER; nv04->ctrl[1] = 0; nv04->ctrl[2] = 0; /* Dithering. */ if (ctx->Color.DitherFlag) nv04->ctrl[0] |= NV04_TEXTURED_TRIANGLE_CONTROL_DITHER_ENABLE; /* Cull mode. */ if (!ctx->Polygon.CullFlag) nv04->ctrl[0] |= NV04_TEXTURED_TRIANGLE_CONTROL_CULL_MODE_NONE; else if (cull == GL_FRONT_AND_BACK) nv04->ctrl[0] |= NV04_TEXTURED_TRIANGLE_CONTROL_CULL_MODE_BOTH; else nv04->ctrl[0] |= (cull == GL_FRONT) ^ (front == GL_CCW) ? NV04_TEXTURED_TRIANGLE_CONTROL_CULL_MODE_CW : NV04_TEXTURED_TRIANGLE_CONTROL_CULL_MODE_CCW; /* Depth test. */ if (ctx->Depth.Test) nv04->ctrl[0] |= NV04_TEXTURED_TRIANGLE_CONTROL_Z_ENABLE; if (ctx->Depth.Mask) nv04->ctrl[0] |= NV04_TEXTURED_TRIANGLE_CONTROL_Z_WRITE; nv04->ctrl[0] |= get_comparison_op(ctx->Depth.Func) << 16; /* Alpha test. */ if (ctx->Color.AlphaEnabled) nv04->ctrl[0] |= NV04_TEXTURED_TRIANGLE_CONTROL_ALPHA_ENABLE; nv04->ctrl[0] |= get_comparison_op(ctx->Color.AlphaFunc) << 8 | FLOAT_TO_UBYTE(ctx->Color.AlphaRef); /* Color mask. */ if (ctx->Color.ColorMask[0][RCOMP]) nv04->ctrl[0] |= NV04_MULTITEX_TRIANGLE_CONTROL0_RED_WRITE; if (ctx->Color.ColorMask[0][GCOMP]) nv04->ctrl[0] |= NV04_MULTITEX_TRIANGLE_CONTROL0_GREEN_WRITE; if (ctx->Color.ColorMask[0][BCOMP]) nv04->ctrl[0] |= NV04_MULTITEX_TRIANGLE_CONTROL0_BLUE_WRITE; if (ctx->Color.ColorMask[0][ACOMP]) nv04->ctrl[0] |= NV04_MULTITEX_TRIANGLE_CONTROL0_ALPHA_WRITE; /* Stencil test. */ if (ctx->Stencil.WriteMask[0]) nv04->ctrl[0] |= NV04_MULTITEX_TRIANGLE_CONTROL0_STENCIL_WRITE; if (ctx->Stencil.Enabled) nv04->ctrl[1] |= NV04_MULTITEX_TRIANGLE_CONTROL1_STENCIL_ENABLE; nv04->ctrl[1] |= get_comparison_op(ctx->Stencil.Function[0]) << 4 | _mesa_get_stencil_ref(ctx, 0) << 8 | ctx->Stencil.ValueMask[0] << 16 | ctx->Stencil.WriteMask[0] << 24; nv04->ctrl[2] |= get_stencil_op(ctx->Stencil.ZPassFunc[0]) << 8 | get_stencil_op(ctx->Stencil.ZFailFunc[0]) << 4 | get_stencil_op(ctx->Stencil.FailFunc[0]); } void nv04_defer_blend(struct gl_context *ctx, int emit) { context_dirty(ctx, BLEND); } void nv04_emit_blend(struct gl_context *ctx, int emit) { struct nv04_context *nv04 = to_nv04_context(ctx); nv04->blend &= NV04_TEXTURED_TRIANGLE_BLEND_TEXTURE_MAP__MASK; nv04->blend |= NV04_TEXTURED_TRIANGLE_BLEND_MASK_BIT_MSB | NV04_TEXTURED_TRIANGLE_BLEND_TEXTURE_PERSPECTIVE_ENABLE; /* Alpha blending. */ nv04->blend |= get_blend_func(ctx->Color.Blend[0].DstRGB) << 28 | get_blend_func(ctx->Color.Blend[0].SrcRGB) << 24; if (ctx->Color.BlendEnabled) nv04->blend |= NV04_TEXTURED_TRIANGLE_BLEND_BLEND_ENABLE; /* Shade model. */ if (ctx->Light.ShadeModel == GL_SMOOTH) nv04->blend |= NV04_TEXTURED_TRIANGLE_BLEND_SHADE_MODE_GOURAUD; else nv04->blend |= NV04_TEXTURED_TRIANGLE_BLEND_SHADE_MODE_FLAT; /* Secondary color */ if (_mesa_need_secondary_color(ctx)) nv04->blend |= NV04_TEXTURED_TRIANGLE_BLEND_SPECULAR_ENABLE; /* Fog. */ if (ctx->Fog.Enabled) { nv04->blend |= NV04_TEXTURED_TRIANGLE_BLEND_FOG_ENABLE; nv04->fog = pack_rgba_f(MESA_FORMAT_B8G8R8A8_UNORM, ctx->Fog.Color); } }