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  1. /*
  2.  * Copyright (C) 2009 Francisco Jerez.
  3.  * All Rights Reserved.
  4.  *
  5.  * Permission is hereby granted, free of charge, to any person obtaining
  6.  * a copy of this software and associated documentation files (the
  7.  * "Software"), to deal in the Software without restriction, including
  8.  * without limitation the rights to use, copy, modify, merge, publish,
  9.  * distribute, sublicense, and/or sell copies of the Software, and to
  10.  * permit persons to whom the Software is furnished to do so, subject to
  11.  * the following conditions:
  12.  *
  13.  * The above copyright notice and this permission notice (including the
  14.  * next paragraph) shall be included in all copies or substantial
  15.  * portions of the Software.
  16.  *
  17.  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
  18.  * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
  19.  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
  20.  * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
  21.  * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
  22.  * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
  23.  * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  24.  *
  25.  */
  26.  
  27. #include "nouveau_driver.h"
  28. #include "nouveau_context.h"
  29. #include "nouveau_util.h"
  30. #include "nv_object.xml.h"
  31. #include "nv04_3d.xml.h"
  32. #include "nv04_driver.h"
  33. #include "main/stencil.h"
  34.  
  35. static unsigned
  36. get_comparison_op(unsigned op)
  37. {
  38.         switch (op) {
  39.         case GL_NEVER:
  40.                 return 0x1;
  41.         case GL_LESS:
  42.                 return 0x2;
  43.         case GL_EQUAL:
  44.                 return 0x3;
  45.         case GL_LEQUAL:
  46.                 return 0x4;
  47.         case GL_GREATER:
  48.                 return 0x5;
  49.         case GL_NOTEQUAL:
  50.                 return 0x6;
  51.         case GL_GEQUAL:
  52.                 return 0x7;
  53.         case GL_ALWAYS:
  54.                 return 0x8;
  55.         default:
  56.                 assert(0);
  57.         }
  58. }
  59.  
  60. static unsigned
  61. get_stencil_op(unsigned op)
  62. {
  63.         switch (op) {
  64.         case GL_KEEP:
  65.                 return 0x1;
  66.         case GL_ZERO:
  67.                 return 0x2;
  68.         case GL_REPLACE:
  69.                 return 0x3;
  70.         case GL_INCR:
  71.                 return 0x4;
  72.         case GL_DECR:
  73.                 return 0x5;
  74.         case GL_INVERT:
  75.                 return 0x6;
  76.         case GL_INCR_WRAP:
  77.                 return 0x7;
  78.         case GL_DECR_WRAP:
  79.                 return 0x8;
  80.         default:
  81.                 assert(0);
  82.         }
  83. }
  84.  
  85. static unsigned
  86. get_blend_func(unsigned func)
  87. {
  88.         switch (func) {
  89.         case GL_ZERO:
  90.                 return 0x1;
  91.         case GL_ONE:
  92.                 return 0x2;
  93.         case GL_SRC_COLOR:
  94.                 return 0x3;
  95.         case GL_ONE_MINUS_SRC_COLOR:
  96.                 return 0x4;
  97.         case GL_SRC_ALPHA:
  98.                 return 0x5;
  99.         case GL_ONE_MINUS_SRC_ALPHA:
  100.                 return 0x6;
  101.         case GL_DST_ALPHA:
  102.                 return 0x7;
  103.         case GL_ONE_MINUS_DST_ALPHA:
  104.                 return 0x8;
  105.         case GL_DST_COLOR:
  106.                 return 0x9;
  107.         case GL_ONE_MINUS_DST_COLOR:
  108.                 return 0xa;
  109.         case GL_SRC_ALPHA_SATURATE:
  110.                 return 0xb;
  111.         default:
  112.                 assert(0);
  113.         }
  114. }
  115.  
  116. void
  117. nv04_defer_control(struct gl_context *ctx, int emit)
  118. {
  119.         context_dirty(ctx, CONTROL);
  120. }
  121.  
  122. void
  123. nv04_emit_control(struct gl_context *ctx, int emit)
  124. {
  125.         struct nv04_context *nv04 = to_nv04_context(ctx);
  126.         int cull = ctx->Polygon.CullFaceMode;
  127.         int front = ctx->Polygon.FrontFace;
  128.  
  129.         nv04->ctrl[0] = NV04_TEXTURED_TRIANGLE_CONTROL_Z_FORMAT_FIXED |
  130.                         NV04_TEXTURED_TRIANGLE_CONTROL_ORIGIN_CORNER;
  131.         nv04->ctrl[1] = 0;
  132.         nv04->ctrl[2] = 0;
  133.  
  134.         /* Dithering. */
  135.         if (ctx->Color.DitherFlag)
  136.                 nv04->ctrl[0] |= NV04_TEXTURED_TRIANGLE_CONTROL_DITHER_ENABLE;
  137.  
  138.         /* Cull mode. */
  139.         if (!ctx->Polygon.CullFlag)
  140.                 nv04->ctrl[0] |= NV04_TEXTURED_TRIANGLE_CONTROL_CULL_MODE_NONE;
  141.         else if (cull == GL_FRONT_AND_BACK)
  142.                 nv04->ctrl[0] |= NV04_TEXTURED_TRIANGLE_CONTROL_CULL_MODE_BOTH;
  143.         else
  144.                 nv04->ctrl[0] |= (cull == GL_FRONT) ^ (front == GL_CCW) ?
  145.                                  NV04_TEXTURED_TRIANGLE_CONTROL_CULL_MODE_CW :
  146.                                  NV04_TEXTURED_TRIANGLE_CONTROL_CULL_MODE_CCW;
  147.  
  148.         /* Depth test. */
  149.         if (ctx->Depth.Test)
  150.                 nv04->ctrl[0] |= NV04_TEXTURED_TRIANGLE_CONTROL_Z_ENABLE;
  151.         if (ctx->Depth.Mask)
  152.                 nv04->ctrl[0] |= NV04_TEXTURED_TRIANGLE_CONTROL_Z_WRITE;
  153.  
  154.         nv04->ctrl[0] |= get_comparison_op(ctx->Depth.Func) << 16;
  155.  
  156.         /* Alpha test. */
  157.         if (ctx->Color.AlphaEnabled)
  158.                 nv04->ctrl[0] |= NV04_TEXTURED_TRIANGLE_CONTROL_ALPHA_ENABLE;
  159.  
  160.         nv04->ctrl[0] |= get_comparison_op(ctx->Color.AlphaFunc) << 8 |
  161.                          FLOAT_TO_UBYTE(ctx->Color.AlphaRef);
  162.  
  163.         /* Color mask. */
  164.         if (ctx->Color.ColorMask[0][RCOMP])
  165.                 nv04->ctrl[0] |= NV04_MULTITEX_TRIANGLE_CONTROL0_RED_WRITE;
  166.         if (ctx->Color.ColorMask[0][GCOMP])
  167.                 nv04->ctrl[0] |= NV04_MULTITEX_TRIANGLE_CONTROL0_GREEN_WRITE;
  168.         if (ctx->Color.ColorMask[0][BCOMP])
  169.                 nv04->ctrl[0] |= NV04_MULTITEX_TRIANGLE_CONTROL0_BLUE_WRITE;
  170.         if (ctx->Color.ColorMask[0][ACOMP])
  171.                 nv04->ctrl[0] |= NV04_MULTITEX_TRIANGLE_CONTROL0_ALPHA_WRITE;
  172.  
  173.         /* Stencil test. */
  174.         if (ctx->Stencil.WriteMask[0])
  175.                 nv04->ctrl[0] |= NV04_MULTITEX_TRIANGLE_CONTROL0_STENCIL_WRITE;
  176.  
  177.         if (ctx->Stencil.Enabled)
  178.                 nv04->ctrl[1] |= NV04_MULTITEX_TRIANGLE_CONTROL1_STENCIL_ENABLE;
  179.  
  180.         nv04->ctrl[1] |= get_comparison_op(ctx->Stencil.Function[0]) << 4 |
  181.                          _mesa_get_stencil_ref(ctx, 0) << 8 |
  182.                          ctx->Stencil.ValueMask[0] << 16 |
  183.                          ctx->Stencil.WriteMask[0] << 24;
  184.  
  185.         nv04->ctrl[2] |= get_stencil_op(ctx->Stencil.ZPassFunc[0]) << 8 |
  186.                          get_stencil_op(ctx->Stencil.ZFailFunc[0]) << 4 |
  187.                          get_stencil_op(ctx->Stencil.FailFunc[0]);
  188. }
  189.  
  190. void
  191. nv04_defer_blend(struct gl_context *ctx, int emit)
  192. {
  193.         context_dirty(ctx, BLEND);
  194. }
  195.  
  196. void
  197. nv04_emit_blend(struct gl_context *ctx, int emit)
  198. {
  199.         struct nv04_context *nv04 = to_nv04_context(ctx);
  200.  
  201.         nv04->blend &= NV04_TEXTURED_TRIANGLE_BLEND_TEXTURE_MAP__MASK;
  202.         nv04->blend |= NV04_TEXTURED_TRIANGLE_BLEND_MASK_BIT_MSB |
  203.                        NV04_TEXTURED_TRIANGLE_BLEND_TEXTURE_PERSPECTIVE_ENABLE;
  204.  
  205.         /* Alpha blending. */
  206.         nv04->blend |= get_blend_func(ctx->Color.Blend[0].DstRGB) << 28 |
  207.                        get_blend_func(ctx->Color.Blend[0].SrcRGB) << 24;
  208.  
  209.         if (ctx->Color.BlendEnabled)
  210.                 nv04->blend |= NV04_TEXTURED_TRIANGLE_BLEND_BLEND_ENABLE;
  211.  
  212.         /* Shade model. */
  213.         if (ctx->Light.ShadeModel == GL_SMOOTH)
  214.                 nv04->blend |= NV04_TEXTURED_TRIANGLE_BLEND_SHADE_MODE_GOURAUD;
  215.         else
  216.                 nv04->blend |= NV04_TEXTURED_TRIANGLE_BLEND_SHADE_MODE_FLAT;
  217.  
  218.         /* Secondary color */
  219.         if (_mesa_need_secondary_color(ctx))
  220.                 nv04->blend |= NV04_TEXTURED_TRIANGLE_BLEND_SPECULAR_ENABLE;
  221.  
  222.         /* Fog. */
  223.         if (ctx->Fog.Enabled) {
  224.                 nv04->blend |= NV04_TEXTURED_TRIANGLE_BLEND_FOG_ENABLE;
  225.                 nv04->fog = pack_rgba_f(MESA_FORMAT_ARGB8888, ctx->Fog.Color);
  226.         }
  227. }
  228.