Merge branch 'master' of git+ssh://git.freedesktop.org/git/mesa/mesa

This commit is contained in:
Jeremy Kolb 2007-01-21 20:47:10 -05:00
commit 95fc270b06
16 changed files with 617 additions and 349 deletions

View file

@ -19,25 +19,26 @@ DRIVER_SOURCES = \
nouveau_screen.c \
nouveau_span.c \
nouveau_state.c \
nouveau_state_cache.c \
nouveau_shader.c \
nouveau_shader_0_arb.c \
nouveau_shader_0.c \
nouveau_shader_1.c \
nouveau_shader_2.c \
nouveau_tex.c \
nouveau_swtcl.c \
nouveau_sync.c \
nv04_state.c \
nv04_swtcl.c \
nv10_swtcl.c \
nv10_state.c \
nv10_swtcl.c \
nv20_state.c \
nv30_state.c \
nv50_state.c \
nouveau_state_cache.c \
nv20_vertprog.c \
nv30_state.c \
nv30_fragprog.c \
nv30_vertprog.c \
nv40_fragprog.c \
nv40_vertprog.c
nv40_vertprog.c \
nv50_state.c
C_SOURCES = \
$(COMMON_SOURCES) \

View file

@ -50,6 +50,7 @@ USE OR OTHER DEALINGS IN THE SOFTWARE.
#include "nouveau_msg.h"
#include "nouveau_reg.h"
#include "nouveau_lock.h"
#include "nv04_swtcl.h"
#include "nv10_swtcl.h"
#include "vblank.h"
@ -212,7 +213,7 @@ GLboolean nouveauCreateContext( const __GLcontextModes *glVisual,
break;
case NV_04:
case NV_05:
//nv04TriInitFunctions( ctx );
nv04TriInitFunctions( ctx );
break;
case NV_10:
case NV_20:

View file

@ -170,15 +170,15 @@ typedef struct nouveau_context {
/* Configuration cache */
driOptionCache optionCache;
/* vblank stuff */
uint32_t vblank_flags;
uint32_t vblank_seq;
/* vblank stuff */
uint32_t vblank_flags;
uint32_t vblank_seq;
GLuint new_state;
GLuint new_render_state;
GLuint render_index;
GLmatrix viewport;
GLfloat depth_scale;
GLuint new_state;
GLuint new_render_state;
GLuint render_index;
GLmatrix viewport;
GLfloat depth_scale;
}nouveauContextRec, *nouveauContextPtr;

View file

@ -62,10 +62,17 @@ void nouveauObjectInit(nouveauContextPtr nmesa)
nouveauCreateContextObject(nmesa, Nv3D, nmesa->screen->card->class_3d,
0, 0, 0, 0);
nouveauCreateContextObject(nmesa, NvCtxSurf2D, NV10_CONTEXT_SURFACES_2D,
if (nmesa->screen->card->type>=NV_10) {
nouveauCreateContextObject(nmesa, NvCtxSurf2D, NV10_CONTEXT_SURFACES_2D,
0, 0, 0, 0);
nouveauCreateContextObject(nmesa, NvImageBlit, NV10_IMAGE_BLIT,
nouveauCreateContextObject(nmesa, NvImageBlit, NV10_IMAGE_BLIT,
NV_DMA_CONTEXT_FLAGS_PATCH_SRCCOPY, 0, 0, 0);
} else {
nouveauCreateContextObject(nmesa, NvCtxSurf2D, NV04_CONTEXT_SURFACES_2D,
0, 0, 0, 0);
nouveauCreateContextObject(nmesa, NvImageBlit, NV_IMAGE_BLIT,
NV_DMA_CONTEXT_FLAGS_PATCH_SRCCOPY, 0, 0, 0);
}
nouveauCreateContextObject(nmesa, NvMemFormat,
NV_MEMORY_TO_MEMORY_FORMAT,
0, 0, 0, 0);

View file

@ -111,7 +111,7 @@ nvsUpdateShader(GLcontext *ctx, nouveauShader *nvs)
/* Translate to HW format now if necessary */
if (!nvs->translated) {
/* Mesa ASM shader -> nouveauShader */
if (!nouveau_shader_pass0_arb(ctx, nvs))
if (!nouveau_shader_pass0(ctx, nvs))
return GL_FALSE;
/* Basic dead code elimination + register usage info */
if (!nouveau_shader_pass1(nvs))
@ -187,7 +187,7 @@ nvsBuildTextShader(GLcontext *ctx, GLenum target, const char *text)
&nvs->mesa.fp);
}
nouveau_shader_pass0_arb(ctx, nvs);
nouveau_shader_pass0(ctx, nvs);
nouveau_shader_pass1(nvs);
nouveau_shader_pass2(nvs);

View file

@ -56,10 +56,6 @@ typedef struct _nouveauShader {
int hw_index_cnt;
} params[NVS_MAX_CONSTS];
struct {
int last_use;
} temps[NVS_MAX_TEMPS];
/* Pass-private data */
void *pass_rec;
@ -275,6 +271,11 @@ struct _nvsFunc {
void (*SetSaturate) (nvsFunc *);
void (*SetLastInst) (nvsFunc *);
void (*SetBranchTarget) (nvsFunc *, int addr);
void (*SetBranchElse) (nvsFunc *, int addr);
void (*SetBranchEnd) (nvsFunc *, int addr);
void (*SetLoopParams) (nvsFunc *, int cnt, int init, int inc);
int (*HasMergedInst) (nvsFunc *);
int (*IsLastInst) (nvsFunc *);
int (*GetOffsetNext) (nvsFunc *);
@ -365,8 +366,7 @@ extern void NV40FPInitShaderFuncs(nvsFunc *);
extern void nouveauShaderInitFuncs(GLcontext *ctx);
extern GLboolean nouveau_shader_pass0_arb(GLcontext *ctx, nouveauShader *nvs);
extern GLboolean nouveau_shader_pass0_slang(GLcontext *ctx, nouveauShader *nvs);
extern GLboolean nouveau_shader_pass0(GLcontext *ctx, nouveauShader *nvs);
extern GLboolean nouveau_shader_pass1(nvsPtr nvs);
extern GLboolean nouveau_shader_pass2(nvsPtr nvs);

View file

@ -666,7 +666,7 @@ pass0_translate_instructions(nouveauShader *nvs)
}
GLboolean
nouveau_shader_pass0_arb(GLcontext *ctx, nouveauShader *nvs)
nouveau_shader_pass0(GLcontext *ctx, nouveauShader *nvs)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
struct gl_program *prog = (struct gl_program*)nvs;

View file

@ -1,316 +1,12 @@
/*
* Copyright (C) 2006 Ben Skeggs.
*
* 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.
*
*/
/*
* Authors:
* Ben Skeggs <darktama@iinet.net.au>
*/
#include "glheader.h"
#include "macros.h"
#include "enums.h"
#include "nouveau_shader.h"
#define PASS1_OK 0
#define PASS1_KILL 1
#define PASS1_FAIL 2
struct pass1_rec {
unsigned int temp[NVS_MAX_TEMPS];
unsigned int result[NVS_MAX_ATTRIBS];
unsigned int address[NVS_MAX_ADDRESS];
unsigned int cc[2];
};
static void
pass1_remove_fragment(nvsPtr nvs, nvsFragmentList *item)
{
if (item->prev) item->prev->next = item->next;
if (item->next) item->next->prev = item->prev;
if (nvs->list_head == item) nvs->list_head = item->next;
if (nvs->list_tail == item) nvs->list_tail = item->prev;
nvs->inst_count--;
}
static int
pass1_result_needed(struct pass1_rec *rec, nvsInstruction *inst)
{
if (inst->cond_update && rec->cc[inst->cond_reg])
return 1;
/* Only write components that are read later */
if (inst->dest.file == NVS_FILE_TEMP)
return (inst->mask & rec->temp[inst->dest.index]);
if (inst->dest.file == NVS_FILE_ADDRESS)
return (inst->mask & rec->address[inst->dest.index]);
/* No point writing result components that are written later */
if (inst->dest.file == NVS_FILE_RESULT)
return (inst->mask & ~rec->result[inst->dest.index]);
assert(0);
}
static void
pass1_track_result(struct pass1_rec *rec, nvsInstruction *inst)
{
if (inst->cond_test)
rec->cc[inst->cond_reg] = 1;
if (inst->dest.file == NVS_FILE_TEMP) {
inst->mask &= rec->temp[inst->dest.index];
} else if (inst->dest.file == NVS_FILE_RESULT) {
inst->mask &= ~rec->result[inst->dest.index];
rec->result[inst->dest.index] |= inst->mask;
} else if (inst->dest.file == NVS_FILE_ADDRESS) {
inst->mask &= rec->address[inst->dest.index];
}
}
static void
pass1_track_source(nouveauShader *nvs, nvsInstruction *inst, int pos,
unsigned int read)
{
struct pass1_rec *rec = nvs->pass_rec;
nvsRegister *src = &inst->src[pos];
unsigned int really_read = 0;
int i,sc;
/* Account for swizzling */
for (i=0; i<4; i++)
if (read & (1<<i)) really_read |= (1 << src->swizzle[i]);
/* Track register reads */
if (src->file == NVS_FILE_TEMP) {
if (nvs->temps[src->index].last_use == -1)
nvs->temps[src->index].last_use = inst->header.position;
rec->temp [src->index] |= really_read;
} else if (src->indexed) {
rec->address[src->addr_reg] |= (1<<src->addr_comp);
}
/* Modify swizzle to only access read components */
/* Find a component that is used.. */
for (sc=0;sc<4;sc++)
if (really_read & (1<<sc))
break;
/* Now set all unused components to that value */
for (i=0;i<4;i++)
if (!(read & (1<<i))) src->swizzle[i] = sc;
}
static int
pass1_check_instruction(nouveauShader *nvs, nvsInstruction *inst)
{
struct pass1_rec *rec = nvs->pass_rec;
unsigned int read0, read1, read2;
if (inst->op != NVS_OP_KIL) {
if (!pass1_result_needed(rec, inst))
return PASS1_KILL;
}
pass1_track_result(rec, inst);
read0 = read1 = read2 = 0;
switch (inst->op) {
case NVS_OP_FLR:
case NVS_OP_FRC:
case NVS_OP_MOV:
case NVS_OP_SSG:
case NVS_OP_ARL:
read0 = inst->mask;
break;
case NVS_OP_ADD:
case NVS_OP_MAX:
case NVS_OP_MIN:
case NVS_OP_MUL:
case NVS_OP_SEQ:
case NVS_OP_SFL:
case NVS_OP_SGE:
case NVS_OP_SGT:
case NVS_OP_SLE:
case NVS_OP_SLT:
case NVS_OP_SNE:
case NVS_OP_STR:
case NVS_OP_SUB:
read0 = inst->mask;
read1 = inst->mask;
break;
case NVS_OP_CMP:
case NVS_OP_LRP:
case NVS_OP_MAD:
read0 = inst->mask;
read1 = inst->mask;
read2 = inst->mask;
break;
case NVS_OP_XPD:
if (inst->mask & SMASK_X) read0 |= SMASK_Y|SMASK_Z;
if (inst->mask & SMASK_Y) read0 |= SMASK_X|SMASK_Z;
if (inst->mask & SMASK_Z) read0 |= SMASK_X|SMASK_Y;
read1 = read0;
break;
case NVS_OP_COS:
case NVS_OP_EX2:
case NVS_OP_EXP:
case NVS_OP_LG2:
case NVS_OP_LOG:
case NVS_OP_RCC:
case NVS_OP_RCP:
case NVS_OP_RSQ:
case NVS_OP_SCS:
case NVS_OP_SIN:
read0 = SMASK_X;
break;
case NVS_OP_POW:
read0 = SMASK_X;
read1 = SMASK_X;
break;
case NVS_OP_DIV:
read0 = inst->mask;
read1 = SMASK_X;
break;
case NVS_OP_DP2:
read0 = SMASK_X|SMASK_Y;
read1 = SMASK_X|SMASK_Y;
break;
case NVS_OP_DP3:
case NVS_OP_RFL:
read0 = SMASK_X|SMASK_Y|SMASK_Z;
read1 = SMASK_X|SMASK_Y|SMASK_Z;
break;
case NVS_OP_DP4:
read0 = SMASK_ALL;
read1 = SMASK_ALL;
break;
case NVS_OP_DPH:
read0 = SMASK_X|SMASK_Y|SMASK_Z;
read1 = SMASK_ALL;
break;
case NVS_OP_DST:
if (inst->mask & SMASK_Y) read0 = read1 = SMASK_Y;
if (inst->mask & SMASK_Z) read0 |= SMASK_Z;
if (inst->mask & SMASK_W) read1 |= SMASK_W;
break;
case NVS_OP_NRM:
read0 = SMASK_X|SMASK_Y|SMASK_Z;
break;
case NVS_OP_PK2H:
case NVS_OP_PK2US:
read0 = SMASK_X|SMASK_Y;
break;
case NVS_OP_DDX:
case NVS_OP_DDY:
case NVS_OP_UP2H:
case NVS_OP_UP2US:
case NVS_OP_PK4B:
case NVS_OP_PK4UB:
case NVS_OP_UP4B:
case NVS_OP_UP4UB:
read0 = SMASK_ALL;
break;
case NVS_OP_X2D:
read1 = SMASK_X|SMASK_Y;
if (inst->mask & (SMASK_X|SMASK_Z)) {
read0 |= SMASK_X;
read2 |= SMASK_X|SMASK_Y;
}
if (inst->mask & (SMASK_Y|SMASK_W)) {
read0 |= SMASK_Y;
read2 |= SMASK_Z|SMASK_W;
}
break;
case NVS_OP_LIT:
read0 |= SMASK_X|SMASK_Y|SMASK_W;
break;
case NVS_OP_TEX:
case NVS_OP_TXP:
case NVS_OP_TXL:
case NVS_OP_TXB:
read0 = SMASK_ALL;
break;
case NVS_OP_TXD:
read0 = SMASK_ALL;
read1 = SMASK_ALL;
read2 = SMASK_ALL;
break;
case NVS_OP_KIL:
break;
default:
fprintf(stderr, "Unknown sop=%d", inst->op);
return PASS1_FAIL;
}
/* Any values that are written by this inst can't have been read further up */
if (inst->dest.file == NVS_FILE_TEMP)
rec->temp[inst->dest.index] &= ~inst->mask;
if (read0) pass1_track_source(nvs, inst, 0, read0);
if (read1) pass1_track_source(nvs, inst, 1, read1);
if (read2) pass1_track_source(nvs, inst, 2, read2);
return PASS1_OK;
}
/* Some basic dead code elimination
* - Remove unused instructions
* - Don't write unused register components
* - Modify swizzles to not reference unneeded components.
*/
GLboolean
nouveau_shader_pass1(nvsPtr nvs)
{
nvsFragmentList *list = nvs->list_tail;
int i;
for (i=0; i<NVS_MAX_TEMPS; i++)
nvs->temps[i].last_use = -1;
nvs->pass_rec = calloc(1, sizeof(struct pass1_rec));
while (list) {
assert(list->fragment->type == NVS_INSTRUCTION);
switch(pass1_check_instruction(nvs, (nvsInstruction *)list->fragment)) {
case PASS1_OK:
break;
case PASS1_KILL:
pass1_remove_fragment(nvs, list);
break;
case PASS1_FAIL:
default:
free(nvs->pass_rec);
nvs->pass_rec = NULL;
return GL_FALSE;
}
list = list->prev;
}
free(nvs->pass_rec);
nvs->pass_rec = NULL;
return GL_TRUE;
}

View file

@ -68,29 +68,15 @@ pass2_alloc_hw_temp(nvsPtr nvs)
return -1;
}
static void
pass2_free_hw_temp(nvsPtr nvs, int reg)
{
struct pass2_rec *rec = nvs->pass_rec;
rec->hw_temps[reg] = 0;
}
static nvsRegister
pass2_mangle_reg(nvsPtr nvs, nvsInstruction *inst, nvsRegister reg)
{
struct pass2_rec *rec = nvs->pass_rec;
if (reg.file == NVS_FILE_TEMP) {
int hwidx;
if (rec->temps[reg.index] == -1)
rec->temps[reg.index] = pass2_alloc_hw_temp(nvs);
hwidx = rec->temps[reg.index];
if (nvs->temps[reg.index].last_use <= inst->header.position)
pass2_free_hw_temp(nvs, hwidx);
reg.index = hwidx;
reg.index = rec->temps[reg.index];
}
return reg;

View file

@ -156,9 +156,11 @@ void nouveauDDInitState(nouveauContextPtr nmesa)
switch(type)
{
case NV_03:
/* Unimplemented */
break;
case NV_04:
case NV_05:
/* No TCL engines for these ones */
nv04InitStateFuncs(nmesa->glCtx, &nmesa->glCtx->Driver);
break;
case NV_10:
nv10InitStateFuncs(nmesa->glCtx, &nmesa->glCtx->Driver);

View file

@ -32,6 +32,7 @@ USE OR OTHER DEALINGS IN THE SOFTWARE.
extern void nouveauDDInitState(nouveauContextPtr nmesa);
extern void nouveauDDInitStateFuncs(GLcontext *ctx);
extern void nv04InitStateFuncs(GLcontext *ctx, struct dd_function_table *func);
extern void nv10InitStateFuncs(GLcontext *ctx, struct dd_function_table *func);
extern void nv20InitStateFuncs(GLcontext *ctx, struct dd_function_table *func);
extern void nv30InitStateFuncs(GLcontext *ctx, struct dd_function_table *func);

View file

@ -0,0 +1,497 @@
/**************************************************************************
Copyright 2007 Stephane Marchesin
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
on the rights to use, copy, modify, merge, publish, distribute, sub
license, 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 NON-INFRINGEMENT. IN NO EVENT SHALL
ERIC ANHOLT OR SILICON INTEGRATED SYSTEMS CORP 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_context.h"
#include "nouveau_object.h"
#include "nouveau_fifo.h"
#include "nouveau_reg.h"
#include "nouveau_msg.h"
#include "tnl/t_pipeline.h"
#include "mtypes.h"
#include "colormac.h"
static uint32_t nv04_compare_func(GLcontext *ctx,GLuint f)
{
switch ( ctx->Color.AlphaFunc ) {
case GL_NEVER: return 1;
case GL_LESS: return 2;
case GL_EQUAL: return 3;
case GL_LEQUAL: return 4;
case GL_GREATER: return 5;
case GL_NOTEQUAL: return 6;
case GL_GEQUAL: return 7;
case GL_ALWAYS: return 8;
}
WARN_ONCE("Unable to find the function\n");
return 0;
}
static uint32_t nv04_blend_func(GLcontext *ctx,GLuint f)
{
switch ( ctx->Color.AlphaFunc ) {
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;
}
WARN_ONCE("Unable to find the function\n");
return 0;
}
static void nv04_emit_control(GLcontext *ctx)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
uint32_t control,cull;
GLubyte alpha_ref;
CLAMPED_FLOAT_TO_UBYTE(alpha_ref, ctx->Color.AlphaRef);
control=alpha_ref;
control|=(nv04_compare_func(ctx,ctx->Color.AlphaFunc)<<8);
control|=(ctx->Color.AlphaEnabled<<12);
control|=(1<<13);
control|=(ctx->Depth.Test<<14);
control|=(nv04_compare_func(ctx,ctx->Depth.Func)<<16);
if ((ctx->Polygon.CullFlag)&&(ctx->Polygon.CullFaceMode!=GL_FRONT_AND_BACK))
{
if ((ctx->Polygon.FrontFace==GL_CW)&&(ctx->Polygon.CullFaceMode==GL_FRONT))
cull=2;
if ((ctx->Polygon.FrontFace==GL_CW)&&(ctx->Polygon.CullFaceMode==GL_BACK))
cull=3;
if ((ctx->Polygon.FrontFace==GL_CCW)&&(ctx->Polygon.CullFaceMode==GL_FRONT))
cull=3;
if ((ctx->Polygon.FrontFace==GL_CCW)&&(ctx->Polygon.CullFaceMode==GL_BACK))
cull=2;
}
else
if (ctx->Polygon.CullFaceMode==GL_FRONT_AND_BACK)
cull=0;
else
cull=1;
control|=(cull<<20);
control|=(ctx->Color.DitherFlag<<22);
if ((ctx->Depth.Test)&&(ctx->Depth.Mask))
control|=(1<<24);
control|=(1<<30); // integer zbuffer format
BEGIN_RING_CACHE(NvSub3D, NV04_DX5_TEXTURED_TRIANGLE_CONTROL, 1);
OUT_RING_CACHE(control);
}
static void nv04_emit_blend(GLcontext *ctx)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
uint32_t blend;
blend=0x4; // texture MODULATE_ALPHA
blend|=0x20; // alpha is MSB
switch(ctx->Light.ShadeModel) {
case GL_SMOOTH:blend|=(1<<6);break;
case GL_FLAT: blend|=(2<<6);break;
default:break;
}
if (ctx->Hint.PerspectiveCorrection!=GL_FASTEST)
blend|=(1<<8);
blend|=(ctx->Fog.Enabled<<16);
blend|=(ctx->Color.BlendEnabled<<20);
blend|=(nv04_blend_func(ctx,ctx->Color.BlendSrcRGB)<<24);
blend|=(nv04_blend_func(ctx,ctx->Color.BlendDstRGB)<<28);
BEGIN_RING_CACHE(NvSub3D, NV04_DX5_TEXTURED_TRIANGLE_BLEND, 1);
OUT_RING_CACHE(blend);
}
static void nv04_emit_fog_color(GLcontext *ctx)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
GLubyte c[4];
c[0] = FLOAT_TO_UBYTE( ctx->Fog.Color[0] );
c[1] = FLOAT_TO_UBYTE( ctx->Fog.Color[1] );
c[2] = FLOAT_TO_UBYTE( ctx->Fog.Color[2] );
c[3] = FLOAT_TO_UBYTE( ctx->Fog.Color[3] );
BEGIN_RING_CACHE(NvSub3D, NV04_DX5_TEXTURED_TRIANGLE_FOG_COLOR, 1);
OUT_RING_CACHE(PACK_COLOR_8888_REV(c[0],c[1],c[2],c[3]));
}
static void nv04AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref)
{
nv04_emit_control(ctx);
}
static void nv04BlendColor(GLcontext *ctx, const GLfloat color[4])
{
nv04_emit_blend(ctx);
}
static void nv04BlendEquationSeparate(GLcontext *ctx, GLenum modeRGB, GLenum modeA)
{
nv04_emit_blend(ctx);
}
static void nv04BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB,
GLenum sfactorA, GLenum dfactorA)
{
nv04_emit_blend(ctx);
}
static void nv04Clear(GLcontext *ctx, GLbitfield mask)
{
/* TODO */
}
static void nv04ClearColor(GLcontext *ctx, const GLfloat color[4])
{
/* TODO */
}
static void nv04ClearDepth(GLcontext *ctx, GLclampd d)
{
/* TODO */
}
static void nv04ClearStencil(GLcontext *ctx, GLint s)
{
/* TODO */
}
static void nv04ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation)
{
/* TODO */
}
static void nv04ColorMask(GLcontext *ctx, GLboolean rmask, GLboolean gmask,
GLboolean bmask, GLboolean amask )
{
/* TODO */
}
static void nv04ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode)
{
/* TODO I need love */
}
static void nv04CullFace(GLcontext *ctx, GLenum mode)
{
nv04_emit_control(ctx);
}
static void nv04FrontFace(GLcontext *ctx, GLenum mode)
{
/* TODO */
}
static void nv04DepthFunc(GLcontext *ctx, GLenum func)
{
nv04_emit_control(ctx);
}
static void nv04DepthMask(GLcontext *ctx, GLboolean flag)
{
/* TODO */
}
static void nv04DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval)
{
/* TODO */
}
/** Specify the current buffer for writing */
//void (*DrawBuffer)( GLcontext *ctx, GLenum buffer );
/** Specify the buffers for writing for fragment programs*/
//void (*DrawBuffers)( GLcontext *ctx, GLsizei n, const GLenum *buffers );
static void nv04Enable(GLcontext *ctx, GLenum cap, GLboolean state)
{
switch(cap)
{
case GL_ALPHA_TEST:
nv04_emit_control(ctx);
break;
// case GL_AUTO_NORMAL:
case GL_BLEND:
nv04_emit_blend(ctx);
break;
// case GL_CLIP_PLANE0:
// case GL_CLIP_PLANE1:
// case GL_CLIP_PLANE2:
// case GL_CLIP_PLANE3:
// case GL_CLIP_PLANE4:
// case GL_CLIP_PLANE5:
// case GL_COLOR_LOGIC_OP:
// case GL_COLOR_MATERIAL:
// case GL_COLOR_SUM_EXT:
// case GL_COLOR_TABLE:
// case GL_CONVOLUTION_1D:
// case GL_CONVOLUTION_2D:
case GL_CULL_FACE:
nv04_emit_control(ctx);
break;
case GL_DEPTH_TEST:
nv04_emit_control(ctx);
break;
case GL_DITHER:
nv04_emit_control(ctx);
break;
case GL_FOG:
nv04_emit_blend(ctx);
break;
// case GL_HISTOGRAM:
// case GL_INDEX_LOGIC_OP:
// case GL_LIGHT0:
// case GL_LIGHT1:
// case GL_LIGHT2:
// case GL_LIGHT3:
// case GL_LIGHT4:
// case GL_LIGHT5:
// case GL_LIGHT6:
// case GL_LIGHT7:
// case GL_LIGHTING:
// case GL_LINE_SMOOTH:
// case GL_LINE_STIPPLE:
// case GL_MAP1_COLOR_4:
// case GL_MAP1_INDEX:
// case GL_MAP1_NORMAL:
// case GL_MAP1_TEXTURE_COORD_1:
// case GL_MAP1_TEXTURE_COORD_2:
// case GL_MAP1_TEXTURE_COORD_3:
// case GL_MAP1_TEXTURE_COORD_4:
// case GL_MAP1_VERTEX_3:
// case GL_MAP1_VERTEX_4:
// case GL_MAP2_COLOR_4:
// case GL_MAP2_INDEX:
// case GL_MAP2_NORMAL:
// case GL_MAP2_TEXTURE_COORD_1:
// case GL_MAP2_TEXTURE_COORD_2:
// case GL_MAP2_TEXTURE_COORD_3:
// case GL_MAP2_TEXTURE_COORD_4:
// case GL_MAP2_VERTEX_3:
// case GL_MAP2_VERTEX_4:
// case GL_MINMAX:
// case GL_NORMALIZE:
// case GL_POINT_SMOOTH:
// case GL_POLYGON_OFFSET_POINT:
// case GL_POLYGON_OFFSET_LINE:
// case GL_POLYGON_OFFSET_FILL:
// case GL_POLYGON_SMOOTH:
// case GL_POLYGON_STIPPLE:
// case GL_POST_COLOR_MATRIX_COLOR_TABLE:
// case GL_POST_CONVOLUTION_COLOR_TABLE:
// case GL_RESCALE_NORMAL:
// case GL_SCISSOR_TEST:
// case GL_SEPARABLE_2D:
// case GL_STENCIL_TEST:
// case GL_TEXTURE_GEN_Q:
// case GL_TEXTURE_GEN_R:
// case GL_TEXTURE_GEN_S:
// case GL_TEXTURE_GEN_T:
// case GL_TEXTURE_1D:
// case GL_TEXTURE_2D:
// case GL_TEXTURE_3D:
}
}
static void nv04Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
{
nv04_emit_blend(ctx);
nv04_emit_fog_color(ctx);
}
static void nv04Hint(GLcontext *ctx, GLenum target, GLenum mode)
{
switch(target)
{
case GL_PERSPECTIVE_CORRECTION_HINT:nv04_emit_blend(ctx);break;
default:break;
}
}
static void nv04LineStipple(GLcontext *ctx, GLint factor, GLushort pattern )
{
/* TODO not even in your dreams */
}
static void nv04LineWidth(GLcontext *ctx, GLfloat width)
{
/* TODO */
}
static void nv04LogicOpcode(GLcontext *ctx, GLenum opcode)
{
/* TODO */
}
static void nv04PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
{
/* TODO */
}
static void nv04PointSize(GLcontext *ctx, GLfloat size)
{
/* TODO */
}
static void nv04PolygonMode(GLcontext *ctx, GLenum face, GLenum mode)
{
/* TODO */
}
/** Set the scale and units used to calculate depth values */
static void nv04PolygonOffset(GLcontext *ctx, GLfloat factor, GLfloat units)
{
/* TODO */
}
/** Set the polygon stippling pattern */
static void nv04PolygonStipple(GLcontext *ctx, const GLubyte *mask )
{
/* TODO */
}
/* Specifies the current buffer for reading */
void (*ReadBuffer)( GLcontext *ctx, GLenum buffer );
/** Set rasterization mode */
void (*RenderMode)(GLcontext *ctx, GLenum mode );
/** Define the scissor box */
static void nv04Scissor(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
{
/* TODO */
}
/** Select flat or smooth shading */
static void nv04ShadeModel(GLcontext *ctx, GLenum mode)
{
nv04_emit_blend(ctx);
}
/** OpenGL 2.0 two-sided StencilFunc */
static void nv04StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func,
GLint ref, GLuint mask)
{
/* TODO */
}
/** OpenGL 2.0 two-sided StencilMask */
static void nv04StencilMaskSeparate(GLcontext *ctx, GLenum face, GLuint mask)
{
/* TODO */
}
/** OpenGL 2.0 two-sided StencilOp */
static void nv04StencilOpSeparate(GLcontext *ctx, GLenum face, GLenum fail,
GLenum zfail, GLenum zpass)
{
/* TODO */
}
/** Control the generation of texture coordinates */
void (*TexGen)(GLcontext *ctx, GLenum coord, GLenum pname,
const GLfloat *params);
/** Set texture environment parameters */
void (*TexEnv)(GLcontext *ctx, GLenum target, GLenum pname,
const GLfloat *param);
/** Set texture parameters */
void (*TexParameter)(GLcontext *ctx, GLenum target,
struct gl_texture_object *texObj,
GLenum pname, const GLfloat *params);
/* Update anything that depends on the window position/size */
static void nv04WindowMoved(nouveauContextPtr nmesa)
{
}
/* Initialise any card-specific non-GL related state */
static GLboolean nv04InitCard(nouveauContextPtr nmesa)
{
return GL_TRUE;
}
/* Update buffer offset/pitch/format */
static GLboolean nv04BindBuffers(nouveauContextPtr nmesa, int num_color,
nouveau_renderbuffer **color,
nouveau_renderbuffer *depth)
{
return GL_TRUE;
}
void nv04InitStateFuncs(GLcontext *ctx, struct dd_function_table *func)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
func->AlphaFunc = nv04AlphaFunc;
func->BlendColor = nv04BlendColor;
func->BlendEquationSeparate = nv04BlendEquationSeparate;
func->BlendFuncSeparate = nv04BlendFuncSeparate;
func->Clear = nv04Clear;
func->ClearColor = nv04ClearColor;
func->ClearDepth = nv04ClearDepth;
func->ClearStencil = nv04ClearStencil;
func->ClipPlane = nv04ClipPlane;
func->ColorMask = nv04ColorMask;
func->ColorMaterial = nv04ColorMaterial;
func->CullFace = nv04CullFace;
func->FrontFace = nv04FrontFace;
func->DepthFunc = nv04DepthFunc;
func->DepthMask = nv04DepthMask;
func->DepthRange = nv04DepthRange;
func->Enable = nv04Enable;
func->Fogfv = nv04Fogfv;
func->Hint = nv04Hint;
/* func->Lightfv = nv04Lightfv;*/
/* func->LightModelfv = nv04LightModelfv; */
func->LineStipple = nv04LineStipple; /* Not for NV04 */
func->LineWidth = nv04LineWidth;
func->LogicOpcode = nv04LogicOpcode;
func->PointParameterfv = nv04PointParameterfv;
func->PointSize = nv04PointSize;
func->PolygonMode = nv04PolygonMode;
func->PolygonOffset = nv04PolygonOffset;
func->PolygonStipple = nv04PolygonStipple; /* Not for NV04 */
/* func->ReadBuffer = nv04ReadBuffer;*/
/* func->RenderMode = nv04RenderMode;*/
func->Scissor = nv04Scissor;
func->ShadeModel = nv04ShadeModel;
func->StencilFuncSeparate = nv04StencilFuncSeparate;
func->StencilMaskSeparate = nv04StencilMaskSeparate;
func->StencilOpSeparate = nv04StencilOpSeparate;
/* func->TexGen = nv04TexGen;*/
/* func->TexParameter = nv04TexParameter;*/
/* func->TextureMatrix = nv04TextureMatrix;*/
nmesa->hw_func.InitCard = nv04InitCard;
nmesa->hw_func.BindBuffers = nv04BindBuffers;
nmesa->hw_func.WindowMoved = nv04WindowMoved;
}

View file

@ -23,7 +23,7 @@
* DEALINGS IN THE SOFTWARE.
*/
/* Software TCL for NV10, NV20, NV30, NV40, G70 */
/* Software TCL for NV10, NV20, NV30, NV40, NV50 */
#include <stdio.h>
#include <math.h>
@ -288,6 +288,20 @@ do { \
nmesa->vertex_attr_count++; \
} while (0)
static void nv10_render_clipped_line(GLcontext *ctx,GLuint ii,GLuint jj)
{
}
static void nv10_render_clipped_poly(GLcontext *ctx,const GLuint *elts,GLuint n)
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
GLuint *tmp = VB->Elts;
VB->Elts = (GLuint *)elts;
nv10_render_generic_primitive_elts( ctx, 0, n, PRIM_BEGIN|PRIM_END,GL_POLYGON );
VB->Elts = tmp;
}
static void nv10ChooseRenderState(GLcontext *ctx)
{
@ -296,8 +310,8 @@ static void nv10ChooseRenderState(GLcontext *ctx)
tnl->Driver.Render.PrimTabVerts = nv10_render_tab_verts;
tnl->Driver.Render.PrimTabElts = nv10_render_tab_elts;
tnl->Driver.Render.ClippedLine = NULL;
tnl->Driver.Render.ClippedPolygon = NULL;
tnl->Driver.Render.ClippedLine = nv10_render_clipped_line;
tnl->Driver.Render.ClippedPolygon = nv10_render_clipped_poly;
}
@ -323,6 +337,7 @@ static inline void nv10OutputVertexFormat(struct nouveau_context* nmesa)
0.0, 0.0, 0.0, 1.0
};
nmesa->vertex_attr_count = 0;
RENDERINPUTS_COPY(index, nmesa->render_inputs_bitset);
/*

View file

@ -48,6 +48,12 @@ NV30VPUpdateConst(GLcontext *ctx, nouveauShader *nvs, int id)
/*****************************************************************************
* Assembly routines
*/
static void
NV30VPSetBranchTarget(nvsFunc *shader, int addr)
{
shader->inst[2] &= ~NV30_VP_INST_IADDR_MASK;
shader->inst[2] |= (addr << NV30_VP_INST_IADDR_SHIFT);
}
/*****************************************************************************
* Disassembly routines
@ -349,5 +355,6 @@ NV30VPInitShaderFuncs(nvsFunc * shader)
shader->GetCondRegID = NV30VPGetCondRegID;
shader->GetBranch = NV30VPGetBranch;
shader->SetBranchTarget = NV30VPSetBranchTarget;
}

View file

@ -5,6 +5,47 @@
unsigned int NVFP_TX_BOP_COUNT = 5;
struct _op_xlat NVFP_TX_BOP[64];
/*****************************************************************************
* Assembly routines
* - These extend the NV30 routines, which are almost identical. NV40
* just has branching hacked into the instruction set.
*/
static void
NV40FPSetBranchTarget(nvsFunc *shader, int addr)
{
shader->inst[2] &= ~NV40_FP_OP_IADDR_MASK;
shader->inst[2] |= (addr << NV40_FP_OP_IADDR_SHIFT);
}
static void
NV40FPSetBranchElse(nvsFunc *shader, int addr)
{
shader->inst[2] &= ~NV40_FP_OP_ELSE_ID_MASK;
shader->inst[2] |= (addr << NV40_FP_OP_ELSE_ID_SHIFT);
}
static void
NV40FPSetBranchEnd(nvsFunc *shader, int addr)
{
shader->inst[3] &= ~NV40_FP_OP_END_ID_MASK;
shader->inst[3] |= (addr << NV40_FP_OP_END_ID_SHIFT);
}
static void
NV40FPSetLoopParams(nvsFunc *shader, int count, int initial, int increment)
{
shader->inst[2] &= ~(NV40_FP_OP_LOOP_COUNT_MASK |
NV40_FP_OP_LOOP_INDEX_MASK |
NV40_FP_OP_LOOP_INCR_MASK);
shader->inst[2] |= ((count << NV40_FP_OP_LOOP_COUNT_SHIFT) |
(initial << NV40_FP_OP_LOOP_INDEX_SHIFT) |
(increment << NV40_FP_OP_LOOP_INCR_SHIFT));
}
/*****************************************************************************
* Disassembly routines
*/
static struct _op_xlat *
NV40FPGetOPTXRec(nvsFunc * shader, int merged)
{
@ -149,4 +190,8 @@ NV40FPInitShaderFuncs(nvsFunc * shader)
shader->GetLoopCount = NV40FPGetLoopCount;
shader->GetLoopInitial = NV40FPGetLoopInitial;
shader->GetLoopIncrement = NV40FPGetLoopIncrement;
shader->SetBranchTarget = NV40FPSetBranchTarget;
shader->SetBranchElse = NV40FPSetBranchElse;
shader->SetBranchEnd = NV40FPSetBranchEnd;
shader->SetLoopParams = NV40FPSetLoopParams;
}

View file

@ -227,6 +227,15 @@ NV40VPSetSource(nvsFunc *shader, nvsRegister * src, int pos)
}
}
static void
NV40VPSetBranchTarget(nvsFunc *shader, int addr)
{
shader->inst[2] &= ~NV40_VP_INST_IADDRH_MASK;
shader->inst[2] |= ((addr & 0xf8) >> 3) << NV40_VP_INST_IADDRH_SHIFT;
shader->inst[3] &= ~NV40_VP_INST_IADDRL_MASK;
shader->inst[3] |= ((addr & 0x07) << NV40_VP_INST_IADDRL_SHIFT);
}
static void
NV40VPInitInstruction(nvsFunc *shader)
{
@ -657,6 +666,7 @@ NV40VPInitShaderFuncs(nvsFunc * shader)
shader->SetResult = NV40VPSetResult;
shader->SetSource = NV40VPSetSource;
shader->SetLastInst = NV40VPSetLastInst;
shader->SetBranchTarget = NV40VPSetBranchTarget;
shader->HasMergedInst = NV40VPHasMergedInst;
shader->GetOpcodeHW = NV40VPGetOpcodeHW;