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authorBen Skeggs <[email protected]>2006-12-15 21:02:23 +0000
committerBen Skeggs <[email protected]>2006-12-15 21:02:23 +0000
commitc340dd7d842b3f20a6d3d2bec1ebb0d1de15728e (patch)
treee643adad8b20c8b1105cf373d32df87fe087300d
parent99878298daf37d02fbabb2dded3f7e7b52cd42fe (diff)
NV1x/2x hw_func stubs.
-rw-r--r--src/mesa/drivers/dri/nouveau/nv10_state.c34
-rw-r--r--src/mesa/drivers/dri/nouveau/nv20_state.c34
2 files changed, 62 insertions, 6 deletions
diff --git a/src/mesa/drivers/dri/nouveau/nv10_state.c b/src/mesa/drivers/dri/nouveau/nv10_state.c
index e88ac2bfe65..be5f5f6e42a 100644
--- a/src/mesa/drivers/dri/nouveau/nv10_state.c
+++ b/src/mesa/drivers/dri/nouveau/nv10_state.c
@@ -500,8 +500,11 @@ void (*PolygonStipple)(GLcontext *ctx, const GLubyte *mask );
void (*ReadBuffer)( GLcontext *ctx, GLenum buffer );
/** Set rasterization mode */
void (*RenderMode)(GLcontext *ctx, GLenum mode );
+
/** Define the scissor box */
-void (*Scissor)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
+static void nv10Scissor(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
+{
+}
/** Select flat or smooth shading */
static void nv10ShadeModel(GLcontext *ctx, GLenum mode)
@@ -567,8 +570,29 @@ static void nv10Viewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
OUT_RING_CACHE((h << 16) | y);
}
-void nv10InitStateFuncs(struct dd_function_table *func)
+/* Initialise any card-specific non-GL related state */
+static GLboolean nv10InitCard(nouveauContextPtr nmesa)
+{
+ return GL_TRUE;
+}
+
+/* Update buffer offset/pitch/format */
+static GLboolean nv10BindBuffers(nouveauContextPtr nmesa, int num_color,
+ nouveau_renderbuffer **color,
+ nouveau_renderbuffer *depth)
+{
+ return GL_TRUE;
+}
+
+/* Update anything that depends on the window position/size */
+static void nv10WindowMoved(nouveauContextPtr nmesa)
{
+}
+
+void nv10InitStateFuncs(GLcontext *ctx, struct dd_function_table *func)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
func->AlphaFunc = nv10AlphaFunc;
func->BlendColor = nv10BlendColor;
func->BlendEquationSeparate = nv10BlendEquationSeparate;
@@ -602,8 +626,8 @@ void nv10InitStateFuncs(struct dd_function_table *func)
func->PolygonStipple = nv10PolygonStipple;
func->ReadBuffer = nv10ReadBuffer;
func->RenderMode = nv10RenderMode;
- func->Scissor = nv10Scissor;
#endif
+ func->Scissor = nv10Scissor;
func->ShadeModel = nv10ShadeModel;
func->StencilFuncSeparate = nv10StencilFuncSeparate;
func->StencilMaskSeparate = nv10StencilMaskSeparate;
@@ -614,5 +638,9 @@ void nv10InitStateFuncs(struct dd_function_table *func)
func->TextureMatrix = nv10TextureMatrix;
#endif
func->Viewport = nv10Viewport;
+
+ nmesa->hw_func.InitCard = nv10InitCard;
+ nmesa->hw_func.BindBuffers = nv10BindBuffers;
+ nmesa->hw_func.WindowMoved = nv10WindowMoved;
}
diff --git a/src/mesa/drivers/dri/nouveau/nv20_state.c b/src/mesa/drivers/dri/nouveau/nv20_state.c
index ff06d481ee5..6bfac8466b8 100644
--- a/src/mesa/drivers/dri/nouveau/nv20_state.c
+++ b/src/mesa/drivers/dri/nouveau/nv20_state.c
@@ -515,8 +515,11 @@ void (*PolygonStipple)(GLcontext *ctx, const GLubyte *mask );
void (*ReadBuffer)( GLcontext *ctx, GLenum buffer );
/** Set rasterization mode */
void (*RenderMode)(GLcontext *ctx, GLenum mode );
+
/** Define the scissor box */
-void (*Scissor)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
+static void nv20Scissor(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
+{
+}
/** Select flat or smooth shading */
static void nv20ShadeModel(GLcontext *ctx, GLenum mode)
@@ -582,8 +585,33 @@ static void nv20Viewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
OUT_RING_CACHE((h << 16) | y);
}
-void nv20InitStateFuncs(struct dd_function_table *func)
+/* Initialise any card-specific non-GL related state */
+static GLboolean nv20InitCard(nouveauContextPtr nmesa)
+{
+ return GL_TRUE;
+}
+
+/* Update buffer offset/pitch/format */
+static GLboolean nv20BindBuffers(nouveauContextPtr nmesa, int num_color,
+ nouveau_renderbuffer **color,
+ nouveau_renderbuffer *depth)
+{
+ return GL_TRUE;
+}
+
+/* Update anything that depends on the window position/size */
+static void nv20WindowMoved(nouveauContextPtr nmesa)
{
+}
+
+void nv20InitStateFuncs(GLcontext *ctx, struct dd_function_table *func)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ nmesa->hw_func.InitCard = nv20InitCard;
+ nmesa->hw_func.BindBuffers = nv20BindBuffers;
+ nmesa->hw_func.WindowMoved = nv20WindowMoved;
+
func->AlphaFunc = nv20AlphaFunc;
func->BlendColor = nv20BlendColor;
func->BlendEquationSeparate = nv20BlendEquationSeparate;
@@ -615,8 +643,8 @@ void nv20InitStateFuncs(struct dd_function_table *func)
func->PolygonStipple = nv20PolygonStipple;
func->ReadBuffer = nv20ReadBuffer;
func->RenderMode = nv20RenderMode;
- func->Scissor = nv20Scissor;
#endif
+ func->Scissor = nv20Scissor;
func->ShadeModel = nv20ShadeModel;
func->StencilFuncSeparate = nv20StencilFuncSeparate;
func->StencilMaskSeparate = nv20StencilMaskSeparate;