/*
* 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_texture.h"
#include "nouveau_util.h"
#include "swrast/swrast.h"
#include "tnl/tnl.h"
static void
nouveau_alpha_func(struct gl_context *ctx, GLenum func, GLfloat ref)
{
context_dirty(ctx, ALPHA_FUNC);
}
static void
nouveau_blend_color(struct gl_context *ctx, const GLfloat color[4])
{
context_dirty(ctx, BLEND_COLOR);
}
static void
nouveau_blend_equation_separate(struct gl_context *ctx, GLenum modeRGB, GLenum modeA)
{
context_dirty(ctx, BLEND_EQUATION);
}
static void
nouveau_blend_func_separate(struct gl_context *ctx, GLenum sfactorRGB,
GLenum dfactorRGB, GLenum sfactorA, GLenum dfactorA)
{
context_dirty(ctx, BLEND_FUNC);
}
static void
nouveau_clip_plane(struct gl_context *ctx, GLenum plane, const GLfloat *equation)
{
context_dirty_i(ctx, CLIP_PLANE, plane - GL_CLIP_PLANE0);
}
static void
nouveau_color_mask(struct gl_context *ctx, GLboolean rmask, GLboolean gmask,
GLboolean bmask, GLboolean amask)
{
context_dirty(ctx, COLOR_MASK);
}
static void
nouveau_color_material(struct gl_context *ctx, GLenum face, GLenum mode)
{
context_dirty(ctx, COLOR_MATERIAL);
context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
context_dirty(ctx, MATERIAL_BACK_AMBIENT);
context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
context_dirty(ctx, MATERIAL_BACK_SPECULAR);
}
static void
nouveau_cull_face(struct gl_context *ctx, GLenum mode)
{
context_dirty(ctx, CULL_FACE);
}
static void
nouveau_front_face(struct gl_context *ctx, GLenum mode)
{
context_dirty(ctx, FRONT_FACE);
}
static void
nouveau_depth_func(struct gl_context *ctx, GLenum func)
{
context_dirty(ctx, DEPTH);
}
static void
nouveau_depth_mask(struct gl_context *ctx, GLboolean flag)
{
context_dirty(ctx, DEPTH);
}
static void
nouveau_depth_range(struct gl_context *ctx, GLclampd nearval, GLclampd farval)
{
context_dirty(ctx, VIEWPORT);
}
static void
nouveau_read_buffer(struct gl_context *ctx, GLenum buffer)
{
nouveau_validate_framebuffer(ctx);
}
static void
nouveau_draw_buffers(struct gl_context *ctx, GLsizei n, const GLenum *buffers)
{
nouveau_validate_framebuffer(ctx);
context_dirty(ctx, FRAMEBUFFER);
}
static void
nouveau_enable(struct gl_context *ctx, GLenum cap, GLboolean state)
{
int i;
switch (cap) {
case GL_ALPHA_TEST:
context_dirty(ctx, ALPHA_FUNC);
break;
case GL_BLEND:
context_dirty(ctx, BLEND_EQUATION);
break;
case GL_COLOR_LOGIC_OP:
context_dirty(ctx, LOGIC_OPCODE);
break;
case GL_COLOR_MATERIAL:
context_dirty(ctx, COLOR_MATERIAL);
context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
context_dirty(ctx, MATERIAL_BACK_AMBIENT);
context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
context_dirty(ctx, MATERIAL_BACK_SPECULAR);
break;
case GL_COLOR_SUM_EXT:
context_dirty(ctx, FRAG);
context_dirty(ctx, LIGHT_MODEL);
break;
case GL_CULL_FACE:
context_dirty(ctx, CULL_FACE);
break;
case GL_DEPTH_TEST:
context_dirty(ctx, DEPTH);
break;
case GL_DITHER:
context_dirty(ctx, DITHER);
break;
case GL_FOG:
context_dirty(ctx, FOG);
context_dirty(ctx, FRAG);
context_dirty(ctx, MODELVIEW);
break;
case GL_LIGHT0:
case GL_LIGHT1:
case GL_LIGHT2:
case GL_LIGHT3:
case GL_LIGHT4:
case GL_LIGHT5:
case GL_LIGHT6:
case GL_LIGHT7:
context_dirty(ctx, MODELVIEW);
context_dirty(ctx, LIGHT_ENABLE);
context_dirty_i(ctx, LIGHT_SOURCE, cap - GL_LIGHT0);
context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
context_dirty(ctx, MATERIAL_BACK_AMBIENT);
context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
context_dirty(ctx, MATERIAL_BACK_SPECULAR);
context_dirty(ctx, MATERIAL_FRONT_SHININESS);
context_dirty(ctx, MATERIAL_BACK_SHININESS);
break;
case GL_LIGHTING:
context_dirty(ctx, FRAG);
context_dirty(ctx, MODELVIEW);
context_dirty(ctx, LIGHT_MODEL);
context_dirty(ctx, LIGHT_ENABLE);
for (i = 0; i < MAX_LIGHTS; i++) {
if (ctx->Light.Light[i].Enabled)
context_dirty_i(ctx, LIGHT_SOURCE, i);
}
context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
context_dirty(ctx, MATERIAL_BACK_AMBIENT);
context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
context_dirty(ctx, MATERIAL_BACK_SPECULAR);
context_dirty(ctx, MATERIAL_FRONT_SHININESS);
context_dirty(ctx, MATERIAL_BACK_SHININESS);
break;
case GL_LINE_SMOOTH:
context_dirty(ctx, LINE_MODE);
break;
case GL_NORMALIZE:
context_dirty(ctx, LIGHT_ENABLE);
break;
case GL_POINT_SMOOTH:
context_dirty(ctx, POINT_MODE);
break;
case GL_POLYGON_OFFSET_POINT:
case GL_POLYGON_OFFSET_LINE:
case GL_POLYGON_OFFSET_FILL:
context_dirty(ctx, POLYGON_OFFSET);
break;
case GL_POLYGON_SMOOTH:
context_dirty(ctx, POLYGON_MODE);
break;
case GL_SCISSOR_TEST:
context_dirty(ctx, SCISSOR);
break;
case GL_STENCIL_TEST:
context_dirty(ctx, STENCIL_FUNC);
break;
case GL_TEXTURE_1D:
case GL_TEXTURE_2D:
case GL_TEXTURE_3D:
case GL_TEXTURE_RECTANGLE:
context_dirty_i(ctx, TEX_ENV, ctx->Texture.CurrentUnit);
context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
break;
case GL_TEXTURE_GEN_S:
case GL_TEXTURE_GEN_T:
case GL_TEXTURE_GEN_R:
case GL_TEXTURE_GEN_Q:
context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
context_dirty(ctx, MODELVIEW);
break;
}
}
static void
nouveau_fog(struct gl_context *ctx, GLenum pname, const GLfloat *params)
{
context_dirty(ctx, FOG);
}
static void
nouveau_light(struct gl_context *ctx, GLenum light, GLenum pname, const GLfloat *params)
{
switch (pname) {
case GL_AMBIENT:
context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
context_dirty(ctx, MATERIAL_BACK_AMBIENT);
break;
case GL_DIFFUSE:
context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
break;
case GL_SPECULAR:
context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
context_dirty(ctx, MATERIAL_BACK_SPECULAR);
break;
case GL_SPOT_CUTOFF:
case GL_POSITION:
context_dirty(ctx, MODELVIEW);
context_dirty(ctx, LIGHT_ENABLE);
context_dirty_i(ctx, LIGHT_SOURCE, light - GL_LIGHT0);
break;
default:
context_dirty_i(ctx, LIGHT_SOURCE, light - GL_LIGHT0);
break;
}
}
static void
nouveau_light_model(struct gl_context *ctx, GLenum pname, const GLfloat *params)
{
context_dirty(ctx, LIGHT_MODEL);
context_dirty(ctx, MODELVIEW);
}
static void
nouveau_line_stipple(struct gl_context *ctx, GLint factor, GLushort pattern )
{
context_dirty(ctx, LINE_STIPPLE);
}
static void
nouveau_line_width(struct gl_context *ctx, GLfloat width)
{
context_dirty(ctx, LINE_MODE);
}
static void
nouveau_logic_opcode(struct gl_context *ctx, GLenum opcode)
{
context_dirty(ctx, LOGIC_OPCODE);
}
static void
nouveau_point_parameter(struct gl_context *ctx, GLenum pname, const GLfloat *params)
{
context_dirty(ctx, POINT_PARAMETER);
}
static void
nouveau_point_size(struct gl_context *ctx, GLfloat size)
{
context_dirty(ctx, POINT_MODE);
}
static void
nouveau_polygon_mode(struct gl_context *ctx, GLenum face, GLenum mode)
{
context_dirty(ctx, POLYGON_MODE);
}
static void
nouveau_polygon_offset(struct gl_context *ctx, GLfloat factor, GLfloat units)
{
context_dirty(ctx, POLYGON_OFFSET);
}
static void
nouveau_polygon_stipple(struct gl_context *ctx, const GLubyte *mask)
{
context_dirty(ctx, POLYGON_STIPPLE);
}
static void
nouveau_render_mode(struct gl_context *ctx, GLenum mode)
{
context_dirty(ctx, RENDER_MODE);
}
static void
nouveau_scissor(struct gl_context *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
{
context_dirty(ctx, SCISSOR);
}
static void
nouveau_shade_model(struct gl_context *ctx, GLenum mode)
{
context_dirty(ctx, SHADE_MODEL);
}
static void
nouveau_stencil_func_separate(struct gl_context *ctx, GLenum face, GLenum func,
GLint ref, GLuint mask)
{
context_dirty(ctx, STENCIL_FUNC);
}
static void
nouveau_stencil_mask_separate(struct gl_context *ctx, GLenum face, GLuint mask)
{
context_dirty(ctx, STENCIL_MASK);
}
static void
nouveau_stencil_op_separate(struct gl_context *ctx, GLenum face, GLenum fail,
GLenum zfail, GLenum zpass)
{
context_dirty(ctx, STENCIL_OP);
}
static void
nouveau_tex_gen(struct gl_context *ctx, GLenum coord, GLenum pname,
const GLfloat *params)
{
switch (pname) {
case GL_TEXTURE_GEN_MODE:
context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
context_dirty(ctx, MODELVIEW);
break;
default:
context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
break;
}
}
static void
nouveau_tex_env(struct gl_context *ctx, GLenum target, GLenum pname,
const GLfloat *param)
{
switch (target) {
case GL_TEXTURE_FILTER_CONTROL_EXT:
context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
break;
default:
context_dirty_i(ctx, TEX_ENV, ctx->Texture.CurrentUnit);
break;
}
}
static void
nouveau_tex_parameter(struct gl_context *ctx, GLenum target,
struct gl_texture_object *t, GLenum pname,
const GLfloat *params)
{
switch (pname) {
case GL_TEXTURE_MAG_FILTER:
case GL_TEXTURE_WRAP_S:
case GL_TEXTURE_WRAP_T:
case GL_TEXTURE_WRAP_R:
case GL_TEXTURE_MIN_LOD:
case GL_TEXTURE_MAX_LOD:
case GL_TEXTURE_MAX_ANISOTROPY_EXT:
case GL_TEXTURE_LOD_BIAS:
context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
break;
case GL_TEXTURE_MIN_FILTER:
case GL_TEXTURE_BASE_LEVEL:
case GL_TEXTURE_MAX_LEVEL:
nouveau_texture_reallocate(ctx, t);
context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
break;
}
}
static void
nouveau_viewport(struct gl_context *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
{
context_dirty(ctx, VIEWPORT);
}
void
nouveau_emit_nothing(struct gl_context *ctx, int emit)
{
}
int
nouveau_next_dirty_state(struct gl_context *ctx)
{
struct nouveau_context *nctx = to_nouveau_context(ctx);
int i = BITSET_FFS(nctx->dirty) - 1;
if (i < 0 || i >= context_drv(ctx)->num_emit)
return -1;
return i;
}
void
nouveau_state_emit(struct gl_context *ctx)
{
struct nouveau_context *nctx = to_nouveau_context(ctx);
const struct nouveau_driver *drv = context_drv(ctx);
int i;
while ((i = nouveau_next_dirty_state(ctx)) >= 0) {
BITSET_CLEAR(nctx->dirty, i);
drv->emit[i](ctx, i);
}
BITSET_ZERO(nctx->dirty);
}
static void
nouveau_update_state(struct gl_context *ctx, GLbitfield new_state)
{
int i;
if (new_state & (_NEW_PROJECTION | _NEW_MODELVIEW))
context_dirty(ctx, PROJECTION);
if (new_state & _NEW_MODELVIEW)
context_dirty(ctx, MODELVIEW);
if (new_state & _NEW_TEXTURE_MATRIX) {
for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++)
context_dirty_i(ctx, TEX_MAT, i);
}
if (new_state & _NEW_CURRENT_ATTRIB &&
new_state & _NEW_LIGHT) {
context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
context_dirty(ctx, MATERIAL_BACK_AMBIENT);
context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
context_dirty(ctx, MATERIAL_BACK_SPECULAR);
context_dirty(ctx, MATERIAL_FRONT_SHININESS);
context_dirty(ctx, MATERIAL_BACK_SHININESS);
}
if (new_state & _NEW_TEXTURE) {
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
if (ctx->Texture.Unit[i].Sampler)
context_dirty_i(ctx, TEX_OBJ, i);
}
}
_swrast_InvalidateState(ctx, new_state);
_tnl_InvalidateState(ctx, new_state);
nouveau_state_emit(ctx);
}
void
nouveau_state_init(struct gl_context *ctx)
{
struct nouveau_context *nctx = to_nouveau_context(ctx);
ctx->Driver.AlphaFunc = nouveau_alpha_func;
ctx->Driver.BlendColor = nouveau_blend_color;
ctx->Driver.BlendEquationSeparate = nouveau_blend_equation_separate;
ctx->Driver.BlendFuncSeparate = nouveau_blend_func_separate;
ctx->Driver.ClipPlane = nouveau_clip_plane;
ctx->Driver.ColorMask = nouveau_color_mask;
ctx->Driver.ColorMaterial = nouveau_color_material;
ctx->Driver.CullFace = nouveau_cull_face;
ctx->Driver.FrontFace = nouveau_front_face;
ctx->Driver.DepthFunc = nouveau_depth_func;
ctx->Driver.DepthMask = nouveau_depth_mask;
ctx->Driver.DepthRange = nouveau_depth_range;
ctx->Driver.ReadBuffer = nouveau_read_buffer;
ctx->Driver.DrawBuffers = nouveau_draw_buffers;
ctx->Driver.Enable = nouveau_enable;
ctx->Driver.Fogfv = nouveau_fog;
ctx->Driver.Lightfv = nouveau_light;
ctx->Driver.LightModelfv = nouveau_light_model;
ctx->Driver.LineStipple = nouveau_line_stipple;
ctx->Driver.LineWidth = nouveau_line_width;
ctx->Driver.LogicOpcode = nouveau_logic_opcode;
ctx->Driver.PointParameterfv = nouveau_point_parameter;
ctx->Driver.PointSize = nouveau_point_size;
ctx->Driver.PolygonMode = nouveau_polygon_mode;
ctx->Driver.PolygonOffset = nouveau_polygon_offset;
ctx->Driver.PolygonStipple = nouveau_polygon_stipple;
ctx->Driver.RenderMode = nouveau_render_mode;
ctx->Driver.Scissor = nouveau_scissor;
ctx->Driver.ShadeModel = nouveau_shade_model;
ctx->Driver.StencilFuncSeparate = nouveau_stencil_func_separate;
ctx->Driver.StencilMaskSeparate = nouveau_stencil_mask_separate;
ctx->Driver.StencilOpSeparate = nouveau_stencil_op_separate;
ctx->Driver.TexGen = nouveau_tex_gen;
ctx->Driver.TexEnv = nouveau_tex_env;
ctx->Driver.TexParameter = nouveau_tex_parameter;
ctx->Driver.Viewport = nouveau_viewport;
ctx->Driver.UpdateState = nouveau_update_state;
BITSET_ONES(nctx->dirty);
}