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5564 serge 1
/*
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 * Copyright (C) 2009 Francisco Jerez.
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 * All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining
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 * a copy of this software and associated documentation files (the
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 * "Software"), to deal in the Software without restriction, including
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 * without limitation the rights to use, copy, modify, merge, publish,
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 * distribute, sublicense, and/or sell copies of the Software, and to
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 * permit persons to whom the Software is furnished to do so, subject to
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 * the following conditions:
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 *
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 * The above copyright notice and this permission notice (including the
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 * next paragraph) shall be included in all copies or substantial
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 * portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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 * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
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 * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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 * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
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 * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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 *
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 */
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#include "nouveau_driver.h"
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#include "nouveau_context.h"
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#include "nouveau_util.h"
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#include "nv_object.xml.h"
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#include "nv04_3d.xml.h"
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#include "nv04_driver.h"
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#include "main/stencil.h"
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static unsigned
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get_comparison_op(unsigned op)
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{
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	switch (op) {
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	case GL_NEVER:
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		return 0x1;
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	case GL_LESS:
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		return 0x2;
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	case GL_EQUAL:
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		return 0x3;
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	case GL_LEQUAL:
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		return 0x4;
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	case GL_GREATER:
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		return 0x5;
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	case GL_NOTEQUAL:
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		return 0x6;
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	case GL_GEQUAL:
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		return 0x7;
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	case GL_ALWAYS:
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		return 0x8;
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	default:
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		assert(0);
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	}
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}
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static unsigned
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get_stencil_op(unsigned op)
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{
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	switch (op) {
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	case GL_KEEP:
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		return 0x1;
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	case GL_ZERO:
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		return 0x2;
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	case GL_REPLACE:
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		return 0x3;
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	case GL_INCR:
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		return 0x4;
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	case GL_DECR:
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		return 0x5;
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	case GL_INVERT:
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		return 0x6;
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	case GL_INCR_WRAP:
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		return 0x7;
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	case GL_DECR_WRAP:
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		return 0x8;
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	default:
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		assert(0);
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	}
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}
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static unsigned
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get_blend_func(unsigned func)
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{
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	switch (func) {
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	case GL_ZERO:
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		return 0x1;
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	case GL_ONE:
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		return 0x2;
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	case GL_SRC_COLOR:
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		return 0x3;
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	case GL_ONE_MINUS_SRC_COLOR:
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		return 0x4;
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	case GL_SRC_ALPHA:
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		return 0x5;
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	case GL_ONE_MINUS_SRC_ALPHA:
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		return 0x6;
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	case GL_DST_ALPHA:
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		return 0x7;
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	case GL_ONE_MINUS_DST_ALPHA:
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		return 0x8;
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	case GL_DST_COLOR:
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		return 0x9;
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	case GL_ONE_MINUS_DST_COLOR:
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		return 0xa;
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	case GL_SRC_ALPHA_SATURATE:
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		return 0xb;
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	default:
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		assert(0);
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	}
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}
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void
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nv04_defer_control(struct gl_context *ctx, int emit)
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{
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	context_dirty(ctx, CONTROL);
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}
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void
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nv04_emit_control(struct gl_context *ctx, int emit)
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{
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	struct nv04_context *nv04 = to_nv04_context(ctx);
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	struct gl_framebuffer *fb = ctx->DrawBuffer;
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	int cull = ctx->Polygon.CullFaceMode;
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	int front = ctx->Polygon.FrontFace;
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	nv04->ctrl[0] = NV04_TEXTURED_TRIANGLE_CONTROL_Z_FORMAT_FIXED |
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			NV04_TEXTURED_TRIANGLE_CONTROL_ORIGIN_CORNER;
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	nv04->ctrl[1] = 0;
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	nv04->ctrl[2] = 0;
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	/* Dithering. */
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	if (ctx->Color.DitherFlag)
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		nv04->ctrl[0] |= NV04_TEXTURED_TRIANGLE_CONTROL_DITHER_ENABLE;
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	/* Cull mode. */
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	if (!ctx->Polygon.CullFlag)
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		nv04->ctrl[0] |= NV04_TEXTURED_TRIANGLE_CONTROL_CULL_MODE_NONE;
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	else if (cull == GL_FRONT_AND_BACK)
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		nv04->ctrl[0] |= NV04_TEXTURED_TRIANGLE_CONTROL_CULL_MODE_BOTH;
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	else
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		nv04->ctrl[0] |= (cull == GL_FRONT) ^ (front == GL_CCW) ?
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				 NV04_TEXTURED_TRIANGLE_CONTROL_CULL_MODE_CW :
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				 NV04_TEXTURED_TRIANGLE_CONTROL_CULL_MODE_CCW;
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	/* Depth test. */
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	if (ctx->Depth.Test && fb->Visual.depthBits > 0)
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		nv04->ctrl[0] |= NV04_TEXTURED_TRIANGLE_CONTROL_Z_ENABLE;
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	if (ctx->Depth.Mask && fb->Visual.depthBits > 0)
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		nv04->ctrl[0] |= NV04_TEXTURED_TRIANGLE_CONTROL_Z_WRITE;
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	nv04->ctrl[0] |= get_comparison_op(ctx->Depth.Func) << 16;
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	/* Alpha test. */
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	if (ctx->Color.AlphaEnabled)
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		nv04->ctrl[0] |= NV04_TEXTURED_TRIANGLE_CONTROL_ALPHA_ENABLE;
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	nv04->ctrl[0] |= get_comparison_op(ctx->Color.AlphaFunc) << 8 |
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			 FLOAT_TO_UBYTE(ctx->Color.AlphaRef);
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	/* Color mask. */
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	if (ctx->Color.ColorMask[0][RCOMP])
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		nv04->ctrl[0] |= NV04_MULTITEX_TRIANGLE_CONTROL0_RED_WRITE;
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	if (ctx->Color.ColorMask[0][GCOMP])
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		nv04->ctrl[0] |= NV04_MULTITEX_TRIANGLE_CONTROL0_GREEN_WRITE;
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	if (ctx->Color.ColorMask[0][BCOMP])
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		nv04->ctrl[0] |= NV04_MULTITEX_TRIANGLE_CONTROL0_BLUE_WRITE;
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	if (ctx->Color.ColorMask[0][ACOMP])
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		nv04->ctrl[0] |= NV04_MULTITEX_TRIANGLE_CONTROL0_ALPHA_WRITE;
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	/* Stencil test. */
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	if (ctx->Stencil.WriteMask[0])
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		nv04->ctrl[0] |= NV04_MULTITEX_TRIANGLE_CONTROL0_STENCIL_WRITE;
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	if (ctx->Stencil._Enabled)
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		nv04->ctrl[1] |= NV04_MULTITEX_TRIANGLE_CONTROL1_STENCIL_ENABLE;
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	nv04->ctrl[1] |= get_comparison_op(ctx->Stencil.Function[0]) << 4 |
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			 _mesa_get_stencil_ref(ctx, 0) << 8 |
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			 ctx->Stencil.ValueMask[0] << 16 |
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			 ctx->Stencil.WriteMask[0] << 24;
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	nv04->ctrl[2] |= get_stencil_op(ctx->Stencil.ZPassFunc[0]) << 8 |
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			 get_stencil_op(ctx->Stencil.ZFailFunc[0]) << 4 |
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			 get_stencil_op(ctx->Stencil.FailFunc[0]);
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}
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void
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nv04_defer_blend(struct gl_context *ctx, int emit)
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{
194
	context_dirty(ctx, BLEND);
195
}
196
 
197
void
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nv04_emit_blend(struct gl_context *ctx, int emit)
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{
200
	struct nv04_context *nv04 = to_nv04_context(ctx);
201
 
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	nv04->blend &= NV04_TEXTURED_TRIANGLE_BLEND_TEXTURE_MAP__MASK;
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	nv04->blend |= NV04_TEXTURED_TRIANGLE_BLEND_MASK_BIT_MSB |
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		       NV04_TEXTURED_TRIANGLE_BLEND_TEXTURE_PERSPECTIVE_ENABLE;
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	/* Alpha blending. */
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	nv04->blend |= get_blend_func(ctx->Color.Blend[0].DstRGB) << 28 |
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		       get_blend_func(ctx->Color.Blend[0].SrcRGB) << 24;
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210
	if (ctx->Color.BlendEnabled)
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		nv04->blend |= NV04_TEXTURED_TRIANGLE_BLEND_BLEND_ENABLE;
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	/* Shade model. */
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	if (ctx->Light.ShadeModel == GL_SMOOTH)
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		nv04->blend |= NV04_TEXTURED_TRIANGLE_BLEND_SHADE_MODE_GOURAUD;
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	else
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		nv04->blend |= NV04_TEXTURED_TRIANGLE_BLEND_SHADE_MODE_FLAT;
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219
	/* Secondary color */
220
	if (_mesa_need_secondary_color(ctx))
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		nv04->blend |= NV04_TEXTURED_TRIANGLE_BLEND_SPECULAR_ENABLE;
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223
	/* Fog. */
224
	if (ctx->Fog.Enabled) {
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		nv04->blend |= NV04_TEXTURED_TRIANGLE_BLEND_FOG_ENABLE;
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		nv04->fog = pack_rgba_f(MESA_FORMAT_B8G8R8A8_UNORM, ctx->Fog.Color);
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	}
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}