/*
* 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);
struct gl_framebuffer *fb = ctx->DrawBuffer;
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 && fb->Visual.depthBits > 0)
nv04->ctrl[0] |= NV04_TEXTURED_TRIANGLE_CONTROL_Z_ENABLE;
if (ctx->Depth.Mask && fb->Visual.depthBits > 0)
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);
}
}