nv04_render.c revision 19c46d3d7bd2dc190bb83855c4ffa65a3bc830d7
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 "nv04_3d.xml.h"
31#include "nv04_driver.h"
32
33#include "tnl/tnl.h"
34#include "tnl/t_pipeline.h"
35#include "tnl/t_vertex.h"
36
37#define NUM_VERTEX_ATTRS 6
38
39static void
40swtnl_update_viewport(struct gl_context *ctx)
41{
42	float *viewport = to_nv04_context(ctx)->viewport;
43	struct gl_framebuffer *fb = ctx->DrawBuffer;
44
45	get_viewport_scale(ctx, viewport);
46	get_viewport_translate(ctx, &viewport[MAT_TX]);
47
48	/* It wants normalized Z coordinates. */
49	viewport[MAT_SZ] /= fb->_DepthMaxF;
50	viewport[MAT_TZ] /= fb->_DepthMaxF;
51}
52
53static void
54swtnl_emit_attr(struct gl_context *ctx, struct tnl_attr_map *m, int attr, int emit)
55{
56	TNLcontext *tnl = TNL_CONTEXT(ctx);
57
58	if (tnl->render_inputs_bitset & BITFIELD64_BIT(attr))
59		*m = (struct tnl_attr_map) {
60			.attrib = attr,
61			.format = emit,
62		};
63	else
64		*m = (struct tnl_attr_map) {
65			.format = EMIT_PAD,
66			.offset = _tnl_format_info[emit].attrsize,
67		};
68}
69
70static void
71swtnl_choose_attrs(struct gl_context *ctx)
72{
73	TNLcontext *tnl = TNL_CONTEXT(ctx);
74	struct nouveau_grobj *fahrenheit = nv04_context_engine(ctx);
75	struct nv04_context *nctx = to_nv04_context(ctx);
76	static struct tnl_attr_map map[NUM_VERTEX_ATTRS];
77	int n = 0;
78
79	tnl->vb.AttribPtr[VERT_ATTRIB_POS] = tnl->vb.NdcPtr;
80
81	swtnl_emit_attr(ctx, &map[n++], _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT);
82	swtnl_emit_attr(ctx, &map[n++], _TNL_ATTRIB_COLOR0, EMIT_4UB_4F_BGRA);
83	swtnl_emit_attr(ctx, &map[n++], _TNL_ATTRIB_COLOR1, EMIT_3UB_3F_BGR);
84	swtnl_emit_attr(ctx, &map[n++], _TNL_ATTRIB_FOG, EMIT_1UB_1F);
85	swtnl_emit_attr(ctx, &map[n++], _TNL_ATTRIB_TEX0, EMIT_2F);
86	if (nv04_mtex_engine(fahrenheit))
87		swtnl_emit_attr(ctx, &map[n++], _TNL_ATTRIB_TEX1, EMIT_2F);
88
89	swtnl_update_viewport(ctx);
90
91	_tnl_install_attrs(ctx, map, n, nctx->viewport, 0);
92}
93
94/* TnL renderer entry points */
95
96static void
97swtnl_start(struct gl_context *ctx)
98{
99	swtnl_choose_attrs(ctx);
100}
101
102static void
103swtnl_finish(struct gl_context *ctx)
104{
105	FIRE_RING(context_chan(ctx));
106}
107
108static void
109swtnl_primitive(struct gl_context *ctx, GLenum mode)
110{
111}
112
113static void
114swtnl_reset_stipple(struct gl_context *ctx)
115{
116}
117
118/* Primitive rendering */
119
120#define BEGIN_PRIMITIVE(n)						\
121	struct nouveau_channel *chan = context_chan(ctx);		\
122	struct nouveau_grobj *fahrenheit = nv04_context_engine(ctx);	\
123	int vertex_len = TNL_CONTEXT(ctx)->clipspace.vertex_size / 4;	\
124									\
125	if (nv04_mtex_engine(fahrenheit))				\
126		BEGIN_RING(chan, fahrenheit,				\
127			   NV04_MULTITEX_TRIANGLE_TLMTVERTEX_SX(0),	\
128			   n * vertex_len);				\
129	else								\
130		BEGIN_RING(chan, fahrenheit,				\
131			   NV04_TEXTURED_TRIANGLE_TLVERTEX_SX(0),	\
132			   n * vertex_len);				\
133
134#define OUT_VERTEX(i)						\
135	OUT_RINGp(chan, _tnl_get_vertex(ctx, i), vertex_len);
136
137#define END_PRIMITIVE(draw)						\
138	if (nv04_mtex_engine(fahrenheit)) {				\
139		BEGIN_RING(chan, fahrenheit,				\
140			   NV04_MULTITEX_TRIANGLE_DRAWPRIMITIVE(0), 1); \
141		OUT_RING(chan, draw);					\
142	} else {							\
143		BEGIN_RING(chan, fahrenheit,				\
144			   NV04_TEXTURED_TRIANGLE_DRAWPRIMITIVE(0), 1); \
145		OUT_RING(chan, draw);					\
146	}
147
148static void
149swtnl_points(struct gl_context *ctx, GLuint first, GLuint last)
150{
151}
152
153static void
154swtnl_line(struct gl_context *ctx, GLuint v1, GLuint v2)
155{
156}
157
158static void
159swtnl_triangle(struct gl_context *ctx, GLuint v1, GLuint v2, GLuint v3)
160{
161	BEGIN_PRIMITIVE(3);
162	OUT_VERTEX(v1);
163	OUT_VERTEX(v2);
164	OUT_VERTEX(v3);
165	END_PRIMITIVE(0x102);
166}
167
168static void
169swtnl_quad(struct gl_context *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint v4)
170{
171	BEGIN_PRIMITIVE(4);
172	OUT_VERTEX(v1);
173	OUT_VERTEX(v2);
174	OUT_VERTEX(v3);
175	OUT_VERTEX(v4);
176	END_PRIMITIVE(0x213103);
177}
178
179/* TnL initialization. */
180void
181nv04_render_init(struct gl_context *ctx)
182{
183	TNLcontext *tnl = TNL_CONTEXT(ctx);
184
185	tnl->Driver.RunPipeline = _tnl_run_pipeline;
186	tnl->Driver.Render.Interp = _tnl_interp;
187	tnl->Driver.Render.CopyPV = _tnl_copy_pv;
188	tnl->Driver.Render.ClippedPolygon = _tnl_RenderClippedPolygon;
189	tnl->Driver.Render.ClippedLine = _tnl_RenderClippedLine;
190	tnl->Driver.Render.BuildVertices = _tnl_build_vertices;
191
192	tnl->Driver.Render.Start = swtnl_start;
193	tnl->Driver.Render.Finish = swtnl_finish;
194	tnl->Driver.Render.PrimitiveNotify = swtnl_primitive;
195	tnl->Driver.Render.ResetLineStipple = swtnl_reset_stipple;
196
197	tnl->Driver.Render.Points = swtnl_points;
198	tnl->Driver.Render.Line = swtnl_line;
199	tnl->Driver.Render.Triangle = swtnl_triangle;
200	tnl->Driver.Render.Quad = swtnl_quad;
201
202	_tnl_need_projected_coords(ctx, GL_TRUE);
203	_tnl_init_vertices(ctx, tnl->vb.Size,
204			   NUM_VERTEX_ATTRS * 4 * sizeof(GLfloat));
205	_tnl_allow_pixel_fog(ctx, GL_FALSE);
206	_tnl_wakeup(ctx);
207}
208
209void
210nv04_render_destroy(struct gl_context *ctx)
211{
212}
213