nouveau: add hw-dependent function to update modelview*projection matrix

This commit is contained in:
Patrice Mandin
2007-08-31 19:43:16 +02:00
parent 214347fdb4
commit b0a1e81887
7 changed files with 85 additions and 0 deletions

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@@ -210,6 +210,7 @@ GLboolean nouveauCreateContext( const __GLcontextModes *glVisual,
_swsetup_CreateContext( ctx );
_math_matrix_ctr(&nmesa->viewport);
_math_matrix_ctr(&nmesa->model_proj);
nouveauDDInitStateFuncs( ctx );
nouveauSpanInitFunctions( ctx );

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@@ -86,6 +86,9 @@ typedef struct nouveau_hw_func_t {
nouveau_renderbuffer_t *depth);
/* Update anything that depends on the window position/size */
void (*WindowMoved)(struct nouveau_context *);
/* Update projection matrix */
void (*UpdateModelProjMatrix)(struct nouveau_context *);
} nouveau_hw_func;
typedef struct nouveau_context {
@@ -117,6 +120,9 @@ typedef struct nouveau_context {
GLuint color_offset;
GLuint specular_offset;
/* Projection*modelview matrix */
GLmatrix model_proj;
/* Vertex state */
GLuint vertex_size;
GLubyte *verts;

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@@ -100,6 +100,16 @@ static void nouveauDepthRange(GLcontext *ctx, GLclampd near, GLclampd far)
nouveauCalcViewport(ctx);
}
static void nouveauUpdateModelProjMatrix(GLcontext *ctx)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
_math_matrix_mul_matrix(&(nmesa->model_proj), &(ctx->_ModelProjectMatrix),
ctx->ModelviewMatrixStack.Top);
nmesa->hw_func.UpdateModelProjMatrix(nmesa);
}
static void nouveauDDUpdateHWState(GLcontext *ctx)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
@@ -141,6 +151,13 @@ static void nouveauDDUpdateHWState(GLcontext *ctx)
static void nouveauDDInvalidateState(GLcontext *ctx, GLuint new_state)
{
if ( new_state & _NEW_PROJECTION ) {
nouveauUpdateModelProjMatrix(ctx);
}
if ( new_state & _NEW_MODELVIEW ) {
nouveauUpdateModelProjMatrix(ctx);
}
_swrast_InvalidateState( ctx, new_state );
_swsetup_InvalidateState( ctx, new_state );
_vbo_InvalidateState( ctx, new_state );

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@@ -750,6 +750,51 @@ static void nv10TextureMatrix(GLcontext *ctx, GLuint unit, const GLmatrix *mat)
OUT_RING_CACHEp(mat->m, 16);
}
static void nv10UpdateModelProjMatrix(nouveauContextPtr nmesa)
{
GLcontext *ctx = nmesa->glCtx;
GLfloat w = ((GLfloat) ctx->Viewport.Width) * 0.5;
GLfloat h = ((GLfloat) ctx->Viewport.Height) * 0.5;
GLfloat max_depth = (ctx->Viewport.Near + ctx->Viewport.Far) * 0.5;
GLfloat projection[16];
int i;
if (ctx->DrawBuffer) {
if (ctx->DrawBuffer->_DepthBuffer) {
switch (ctx->DrawBuffer->_DepthBuffer->DepthBits) {
case 16:
max_depth *= 32767.0;
break;
case 24:
max_depth *= 16777215.0;
break;
}
}
}
/* Rescale for viewport */
for (i=0; i<4; i++) {
projection[i] = w * nmesa->model_proj.m[i];
}
for (i=0; i<4; i++) {
projection[i+4] = -h * nmesa->model_proj.m[i+4];
}
for (i=0; i<4; i++) {
projection[i+8] = max_depth * nmesa->model_proj.m[i+8];
}
for (i=0; i<4; i++) {
projection[i+12] = nmesa->model_proj.m[i+12];
}
for (i=0; i<16; i++) {
printf("%d\t%.3f\t%.3f\n", i,
nmesa->model_proj.m[i], projection[i]);
}
BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_PROJECTION_MATRIX(0), 16);
OUT_RINGp(projection, 16);
}
/* Update anything that depends on the window position/size */
static void nv10WindowMoved(nouveauContextPtr nmesa)
{
@@ -1011,4 +1056,5 @@ void nv10InitStateFuncs(GLcontext *ctx, struct dd_function_table *func)
nmesa->hw_func.InitCard = nv10InitCard;
nmesa->hw_func.BindBuffers = nv10BindBuffers;
nmesa->hw_func.WindowMoved = nv10WindowMoved;
nmesa->hw_func.UpdateModelProjMatrix = nv10UpdateModelProjMatrix;
}

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@@ -636,6 +636,10 @@ static void nv20TextureMatrix(GLcontext *ctx, GLuint unit, const GLmatrix *mat)
OUT_RING_CACHEp(mat->m, 16);
}
static void nv20UpdateModelProjMatrix(nouveauContextPtr nmesa)
{
}
/* Update anything that depends on the window position/size */
static void nv20WindowMoved(nouveauContextPtr nmesa)
{
@@ -820,5 +824,6 @@ void nv20InitStateFuncs(GLcontext *ctx, struct dd_function_table *func)
nmesa->hw_func.InitCard = nv20InitCard;
nmesa->hw_func.BindBuffers = nv20BindBuffers;
nmesa->hw_func.WindowMoved = nv20WindowMoved;
nmesa->hw_func.UpdateModelProjMatrix = nv20UpdateModelProjMatrix;
}

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@@ -767,6 +767,10 @@ static void nv30TextureMatrix(GLcontext *ctx, GLuint unit, const GLmatrix *mat)
}
}
static void nv30UpdateModelProjMatrix(nouveauContextPtr nmesa)
{
}
static void nv30WindowMoved(nouveauContextPtr nmesa)
{
GLcontext *ctx = nmesa->glCtx;
@@ -998,5 +1002,6 @@ void nv30InitStateFuncs(GLcontext *ctx, struct dd_function_table *func)
nmesa->hw_func.InitCard = nv30InitCard;
nmesa->hw_func.BindBuffers = nv30BindBuffers;
nmesa->hw_func.WindowMoved = nv30WindowMoved;
nmesa->hw_func.UpdateModelProjMatrix = nv30UpdateModelProjMatrix;
}

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@@ -520,6 +520,10 @@ static void nv50TextureMatrix(GLcontext *ctx, GLuint unit, const GLmatrix *mat)
/* Only with shaders */
}
static void nv50UpdateModelProjMatrix(nouveauContextPtr nmesa)
{
}
static void nv50WindowMoved(nouveauContextPtr nmesa)
{
GLcontext *ctx = nmesa->glCtx;
@@ -638,4 +642,5 @@ void nv50InitStateFuncs(GLcontext *ctx, struct dd_function_table *func)
nmesa->hw_func.InitCard = nv50InitCard;
nmesa->hw_func.BindBuffers = nv50BindBuffers;
nmesa->hw_func.WindowMoved = nv50WindowMoved;
nmesa->hw_func.UpdateModelProjMatrix = nv50UpdateModelProjMatrix;
}