diff options
author | Patrice Mandin <[email protected]> | 2006-11-21 19:56:15 +0000 |
---|---|---|
committer | Patrice Mandin <[email protected]> | 2006-11-21 19:56:15 +0000 |
commit | b5e800068b8a5102bb7a7a34f1fa1b890ff9d443 (patch) | |
tree | c25a746d26b5e2e47dceda665b4a8775700d9018 /src/mesa/drivers/dri/nouveau | |
parent | a75440bcf04efb7a4840e9b0d1f0903b40b952bf (diff) |
nv10: update state
Diffstat (limited to 'src/mesa/drivers/dri/nouveau')
-rw-r--r-- | src/mesa/drivers/dri/nouveau/nv10_state.c | 188 |
1 files changed, 116 insertions, 72 deletions
diff --git a/src/mesa/drivers/dri/nouveau/nv10_state.c b/src/mesa/drivers/dri/nouveau/nv10_state.c index 0d19ce94af4..d77816a1178 100644 --- a/src/mesa/drivers/dri/nouveau/nv10_state.c +++ b/src/mesa/drivers/dri/nouveau/nv10_state.c @@ -34,7 +34,7 @@ USE OR OTHER DEALINGS IN THE SOFTWARE. #include "mtypes.h" #include "colormac.h" -void nv10AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref) +static void nv10AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); GLubyte ubRef; @@ -45,7 +45,7 @@ void nv10AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref) OUT_RING_CACHE(ubRef); /* NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_REF */ } -void nv10BlendColor(GLcontext *ctx, const GLfloat color[4]) +static void nv10BlendColor(GLcontext *ctx, const GLfloat color[4]) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); GLubyte cf[4]; @@ -59,7 +59,7 @@ void nv10BlendColor(GLcontext *ctx, const GLfloat color[4]) OUT_RING_CACHE(PACK_COLOR_8888(cf[3], cf[1], cf[2], cf[0])); } -void nv10BlendEquationSeparate(GLcontext *ctx, GLenum modeRGB, GLenum modeA) +static void nv10BlendEquationSeparate(GLcontext *ctx, GLenum modeRGB, GLenum modeA) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_EQUATION, 1); @@ -67,7 +67,7 @@ void nv10BlendEquationSeparate(GLcontext *ctx, GLenum modeRGB, GLenum modeA) } -void nv10BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB, +static void nv10BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorA, GLenum dfactorA) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); @@ -77,21 +77,12 @@ void nv10BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB, } /* -void nv30ClearColor(GLcontext *ctx, const GLfloat color[4]) +static void nv10ClearColor(GLcontext *ctx, const GLfloat color[4]) { - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - GLubyte c[4]; - UNCLAMPED_FLOAT_TO_RGBA_CHAN(c,color); - BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLEAR_VALUE_ARGB, 1); - OUT_RING_CACHE(PACK_COLOR_8888(c[3],c[0],c[1],c[2])); } -void nv30ClearDepth(GLcontext *ctx, GLclampd d) +static void nv10ClearDepth(GLcontext *ctx, GLclampd d) { - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - nmesa->clear_value=((nmesa->clear_value&0x000000FF)|(((uint32_t)(d*0xFFFFFF))<<8)); - BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH, 1); - OUT_RING_CACHE(nmesa->clear_value); } */ @@ -100,16 +91,12 @@ void nv30ClearDepth(GLcontext *ctx, GLclampd d) */ /* -void nv30ClearStencil(GLcontext *ctx, GLint s) +static void nv10ClearStencil(GLcontext *ctx, GLint s) { - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - nmesa->clear_value=((nmesa->clear_value&0xFFFFFF00)|(s&0x000000FF)); - BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH, 1); - OUT_RING_CACHE(nmesa->clear_value); } */ -void nv10ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation) +static void nv10ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CLIP_PLANE_A(plane), 4); @@ -120,7 +107,7 @@ void nv10ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation) } /* Seems does not support alpha in color mask */ -void nv10ColorMask(GLcontext *ctx, GLboolean rmask, GLboolean gmask, +static void nv10ColorMask(GLcontext *ctx, GLboolean rmask, GLboolean gmask, GLboolean bmask, GLboolean amask ) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); @@ -128,40 +115,40 @@ void nv10ColorMask(GLcontext *ctx, GLboolean rmask, GLboolean gmask, OUT_RING_CACHE(/*((amask && 0x01) << 24) |*/ ((rmask && 0x01) << 16) | ((gmask && 0x01)<< 8) | ((bmask && 0x01) << 0)); } -void nv10ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode) +static void nv10ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode) { - // TODO I need sex + // TODO I need love } -void nv10CullFace(GLcontext *ctx, GLenum mode) +static void nv10CullFace(GLcontext *ctx, GLenum mode) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CULL_FACE, 1); OUT_RING_CACHE(mode); } -void nv10FrontFace(GLcontext *ctx, GLenum mode) +static void nv10FrontFace(GLcontext *ctx, GLenum mode) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FRONT_FACE, 1); OUT_RING_CACHE(mode); } -void nv10DepthFunc(GLcontext *ctx, GLenum func) +static void nv10DepthFunc(GLcontext *ctx, GLenum func) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_FUNC, 1); OUT_RING_CACHE(func); } -void nv10DepthMask(GLcontext *ctx, GLboolean flag) +static void nv10DepthMask(GLcontext *ctx, GLboolean flag) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE, 1); OUT_RING_CACHE(flag); } -void nv10DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval) +static void nv10DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_RANGE_NEAR, 2); @@ -174,7 +161,7 @@ void nv10DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval) /** Specify the buffers for writing for fragment programs*/ //void (*DrawBuffers)( GLcontext *ctx, GLsizei n, const GLenum *buffers ); -void nv10Enable(GLcontext *ctx, GLenum cap, GLboolean state) +static void nv10Enable(GLcontext *ctx, GLenum cap, GLboolean state) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); switch(cap) @@ -185,7 +172,7 @@ void nv10Enable(GLcontext *ctx, GLenum cap, GLboolean state) break; // case GL_AUTO_NORMAL: case GL_BLEND: - BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_ENABLE, 1); + BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_ENABLE, 1); OUT_RING_CACHE(state); break; case GL_CLIP_PLANE0: @@ -295,10 +282,6 @@ void nv10Enable(GLcontext *ctx, GLenum cap, GLboolean state) BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE, 1); OUT_RING_CACHE(state); break; - case GL_POINT_SMOOTH: - BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POINT_SMOOTH_ENABLE, 1); - OUT_RING_CACHE(state); - break; // case GL_POLYGON_STIPPLE: // case GL_POST_COLOR_MATRIX_COLOR_TABLE: // case GL_POST_CONVOLUTION_COLOR_TABLE: @@ -306,6 +289,7 @@ void nv10Enable(GLcontext *ctx, GLenum cap, GLboolean state) // case GL_SCISSOR_TEST: // case GL_SEPARABLE_2D: case GL_STENCIL_TEST: + // TODO BACK and FRONT ? BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_ENABLE, 1); OUT_RING_CACHE(state); break; @@ -319,7 +303,7 @@ void nv10Enable(GLcontext *ctx, GLenum cap, GLboolean state) } } -void nv10Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params) +static void nv10Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); switch(pname) @@ -335,108 +319,106 @@ void nv10Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params) } -void nv10Hint(GLcontext *ctx, GLenum target, GLenum mode) +static void nv10Hint(GLcontext *ctx, GLenum target, GLenum mode) { - // TODO I need sex (fog and line_smooth hints) + // TODO I need love (fog and line_smooth hints) } // void (*IndexMask)(GLcontext *ctx, GLuint mask); -void nv10Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params ) +static void nv10Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params ) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); /* not sure where the fourth param value goes...*/ switch(pname) { case GL_AMBIENT: - BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_AMBIENT(light), 3); + BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_A(light), 3); OUT_RING_CACHEf(params[0]); OUT_RING_CACHEf(params[1]); OUT_RING_CACHEf(params[2]); break; case GL_DIFFUSE: - BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_DIFFUSE(light), 3); + BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_A(light), 3); OUT_RING_CACHEf(params[0]); OUT_RING_CACHEf(params[1]); OUT_RING_CACHEf(params[2]); break; case GL_SPECULAR: - BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPECULAR(light), 3); + BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_A(light), 3); OUT_RING_CACHEf(params[0]); OUT_RING_CACHEf(params[1]); OUT_RING_CACHEf(params[2]); break; -#if 0 +#if 0 /* FIXME, should be easy to do */ case GL_SPOT_DIRECTION: - BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(light), 3); + BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(light), 3); OUT_RING_CACHEf(params[0]); OUT_RING_CACHEf(params[1]); OUT_RING_CACHEf(params[2]); break; +#endif case GL_POSITION: - BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(light), 3); + BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(light), 3); OUT_RING_CACHEf(params[0]); OUT_RING_CACHEf(params[1]); OUT_RING_CACHEf(params[2]); break; +#if 0 /* FIXME, should be easy to do */ case GL_SPOT_EXPONENT: - BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(light), 1); + BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(light), 1); OUT_RING_CACHEf(*params); break; case GL_SPOT_CUTOFF: /* you can't factor these */ - BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(light), 1); + BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(light), 1); OUT_RING_CACHEf(params[0]); - BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(light), 1); + BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(light), 1); OUT_RING_CACHEf(params[1]); - BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(light), 1); + BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(light), 1); OUT_RING_CACHEf(params[2]); break; +#endif case GL_CONSTANT_ATTENUATION: - BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(light), 1); + BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(light), 1); OUT_RING_CACHEf(*params); break; case GL_LINEAR_ATTENUATION: - BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(light), 1); + BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(light), 1); OUT_RING_CACHEf(*params); break; case GL_QUADRATIC_ATTENUATION: - BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(light), 1); + BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(light), 1); OUT_RING_CACHEf(*params); break; -#endif default: break; } } /** Set the lighting model parameters */ -void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params); +static void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params); -/* -void nv30LineStipple(GLcontext *ctx, GLint factor, GLushort pattern ) + +static void nv10LineStipple(GLcontext *ctx, GLint factor, GLushort pattern ) { - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LINE_STIPPLE_PATTERN, 1); - OUT_RING_CACHE((pattern << 16) | factor); } -void nv30LineWidth(GLcontext *ctx, GLfloat width) +static void nv10LineWidth(GLcontext *ctx, GLfloat width) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LINE_WIDTH_SMOOTH, 1); - OUT_RING_CACHEf(width); + BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LINE_WIDTH, 1); + OUT_RING_CACHE(((int) (width * 8.0)) & -4); } -*/ -void nv10LogicOpcode(GLcontext *ctx, GLenum opcode) +static void nv10LogicOpcode(GLcontext *ctx, GLenum opcode) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LOGIC_OP, 1); + BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_OP, 1); OUT_RING_CACHE(opcode); } -void nv10PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *params) +static void nv10PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *params) { /*TODO: not sure what goes here. */ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); @@ -444,15 +426,28 @@ void nv10PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *params) } /** Specify the diameter of rasterized points */ -void nv10PointSize(GLcontext *ctx, GLfloat size) +static void nv10PointSize(GLcontext *ctx, GLfloat size) { - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POINT_SIZE, 1); - OUT_RING_CACHEf(size); + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POINT_SIZE, 1); + OUT_RING_CACHE(((int) (size * 8.0)) & -4); } /** Select a polygon rasterization mode */ -void (*PolygonMode)(GLcontext *ctx, GLenum face, GLenum mode); +static void nv10PolygonMode(GLcontext *ctx, GLenum face, GLenum mode) +{ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + + if (face == GL_FRONT || face == GL_FRONT_AND_BACK) { + BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_MODE_FRONT, 1); + OUT_RING_CACHE(mode); + } + if (face == GL_BACK || face == GL_FRONT_AND_BACK) { + BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_MODE_BACK, 1); + OUT_RING_CACHE(mode); + } +} + /** Set the scale and units used to calculate depth values */ void (*PolygonOffset)(GLcontext *ctx, GLfloat factor, GLfloat units); /** Set the polygon stippling pattern */ @@ -519,7 +514,7 @@ void (*TexParameter)(GLcontext *ctx, GLenum target, void (*TextureMatrix)(GLcontext *ctx, GLuint unit, const GLmatrix *mat); /** Set the viewport */ -void nv10Viewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h) +static void nv10Viewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h) { /* TODO: Where do the VIEWPORT_XFRM_* regs come in? */ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); @@ -528,3 +523,52 @@ 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) +{ + func->AlphaFunc = nv10AlphaFunc; + func->BlendColor = nv10BlendColor; + func->BlendEquationSeparate = nv10BlendEquationSeparate; + func->BlendFuncSeparate = nv10BlendFuncSeparate; +#if 0 + func->ClearColor = nv10ClearColor; + func->ClearDepth = nv10ClearDepth; + func->ClearStencil = nv10ClearStencil; +#endif + func->ClipPlane = nv10ClipPlane; + func->ColorMask = nv10ColorMask; + func->ColorMaterial = nv10ColorMaterial; + func->CullFace = nv10CullFace; + func->FrontFace = nv10FrontFace; + func->DepthFunc = nv10DepthFunc; + func->DepthMask = nv10DepthMask; + func->DepthRange = nv10DepthRange; + func->Enable = nv10Enable; + func->Fogfv = nv10Fogfv; + func->Hint = nv10Hint; + func->Lightfv = nv10Lightfv; +/* func->LightModelfv = nv10LightModelfv; */ + func->LineStipple = nv10LineStipple; + func->LineWidth = nv10LineWidth; + func->LogicOpcode = nv10LogicOpcode; + func->PointParameterfv = nv10PointParameterfv; + func->PointSize = nv10PointSize; + func->PolygonMode = nv10PolygonMode; +#if 0 + func->PolygonOffset = nv10PolygonOffset; + func->PolygonStipple = nv10PolygonStipple; + func->ReadBuffer = nv10ReadBuffer; + func->RenderMode = nv10RenderMode; + func->Scissor = nv10Scissor; +#endif + func->ShadeModel = nv10ShadeModel; + func->StencilFuncSeparate = nv10StencilFuncSeparate; + func->StencilMaskSeparate = nv10StencilMaskSeparate; + func->StencilOpSeparate = nv10StencilOpSeparate; +#if 0 + func->TexGen = nv10TexGen; + func->TexParameter = nv10TexParameter; + func->TextureMatrix = nv10TextureMatrix; +#endif + func->Viewport = nv10Viewport; +} + |