diff options
author | Stephane Marchesin <[email protected]> | 2006-11-18 00:19:22 +0000 |
---|---|---|
committer | Stephane Marchesin <[email protected]> | 2006-11-18 00:19:22 +0000 |
commit | e722e3480f3a5b975c05b584f9acef222c2c9d6b (patch) | |
tree | 00acaeb6dbb9b6499f1406796faba03aa6601da0 /src | |
parent | 8532b6e0a56b09e03e034e37850589d26c20805b (diff) |
Add nv20_state.c ; hook nv10_state.c into the build ; do the renaming
required by the renouveau changes.
Diffstat (limited to 'src')
-rw-r--r-- | src/mesa/drivers/dri/nouveau/Makefile | 2 | ||||
-rw-r--r-- | src/mesa/drivers/dri/nouveau/nouveau_reg.h | 61 | ||||
-rw-r--r-- | src/mesa/drivers/dri/nouveau/nv10_state.c | 21 | ||||
-rw-r--r-- | src/mesa/drivers/dri/nouveau/nv20_state.c | 575 | ||||
-rw-r--r-- | src/mesa/drivers/dri/nouveau/nv30_state.c | 4 |
5 files changed, 621 insertions, 42 deletions
diff --git a/src/mesa/drivers/dri/nouveau/Makefile b/src/mesa/drivers/dri/nouveau/Makefile index ed700a7085a..2db6f8989d1 100644 --- a/src/mesa/drivers/dri/nouveau/Makefile +++ b/src/mesa/drivers/dri/nouveau/Makefile @@ -20,6 +20,8 @@ DRIVER_SOURCES = \ nouveau_tex.c \ nouveau_swtcl.c \ nv10_swtcl.c \ + nv10_state.c \ + nv20_state.c \ nv30_state.c C_SOURCES = \ diff --git a/src/mesa/drivers/dri/nouveau/nouveau_reg.h b/src/mesa/drivers/dri/nouveau/nouveau_reg.h index c5052d7c4b9..389c541e1c5 100644 --- a/src/mesa/drivers/dri/nouveau/nouveau_reg.h +++ b/src/mesa/drivers/dri/nouveau/nouveau_reg.h @@ -43,7 +43,7 @@ WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ************************************************************************** - Created from objects.c rev. 1.332 + Created from objects.c rev. 1.337 */ #ifndef _NOUVEAU_REG_H @@ -239,7 +239,7 @@ Object NV04_SCALED_IMAGE_FROM_MEMORY used on: NV04 # define NV04_SCALED_IMAGE_FROM_MEMORY_DU_DX 0x00000318 /* Parameters: int frac*0x100000 */ # define NV04_SCALED_IMAGE_FROM_MEMORY_DV_DY 0x0000031c /* Parameters: int frac*0x100000 */ # define NV04_SCALED_IMAGE_FROM_MEMORY_SIZE 0x00000400 /* Parameters: width height */ -# define NV04_SCALED_IMAGE_FROM_MEMORY_FORMAT 0x00000404 /* Parameters: pitch */ +# define NV04_SCALED_IMAGE_FROM_MEMORY_FORMAT 0x00000404 /* Parameters: pitch origin filter */ # define NV04_SCALED_IMAGE_FROM_MEMORY_OFFSET 0x00000408 # define NV04_SCALED_IMAGE_FROM_MEMORY_POINT 0x0000040c /* Parameters: u_int u_frac*0x10 v_int v_frac*0x10 */ @@ -328,7 +328,7 @@ Object NV10_TCL_PRIMITIVE_3D used on: NV10 # define NV10_TCL_PRIMITIVE_3D_FOG_COLOR 0x000002a8 /* Parameters: a b g r */ # define NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_HORIZ(d) (0x000002c0 + d * 0x0004) /* Parameters: x2 x1 */ # define NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_VERT(d) (0x000002e0 + d * 0x0004) /* Parameters: y2 y1 */ -# define NV10_TCL_PRIMITIVE_3D_ALPHA_TEST_ENABLE 0x00000300 +# define NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_ENABLE 0x00000300 # define NV10_TCL_PRIMITIVE_3D_BLEND_ENABLE 0x00000304 # define NV10_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE 0x00000308 # define NV10_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE 0x0000030c @@ -339,11 +339,11 @@ Object NV10_TCL_PRIMITIVE_3D used on: NV10 # define NV10_TCL_PRIMITIVE_3D_LINE_SMOOTH_ENABLE 0x00000320 # define NV10_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE 0x00000324 # define NV10_TCL_PRIMITIVE_3D_VERTEX_WEIGHT_ENABLE 0x00000328 -# define NV10_TCL_PRIMITIVE_3D_STENCIL_TEST_ENABLE 0x0000032c +# define NV10_TCL_PRIMITIVE_3D_STENCIL_ENABLE 0x0000032c # define NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE 0x00000330 # define NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE 0x00000334 # define NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE 0x00000338 -# define NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC 0x0000033c +# define NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC 0x0000033c # define NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_REF 0x00000340 # define NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC 0x00000344 # define NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_DST 0x00000348 @@ -351,7 +351,7 @@ Object NV10_TCL_PRIMITIVE_3D used on: NV10 # define NV10_TCL_PRIMITIVE_3D_BLEND_EQUATION 0x00000350 # define NV10_TCL_PRIMITIVE_3D_DEPTH_FUNC 0x00000354 # define NV10_TCL_PRIMITIVE_3D_COLOR_MASK 0x00000358 /* Parameters: r g b */ -# define NV10_TCL_PRIMITIVE_3D_DEPTH_MASK 0x0000035c +# define NV10_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE 0x0000035c # define NV10_TCL_PRIMITIVE_3D_STENCIL_MASK 0x00000360 # define NV10_TCL_PRIMITIVE_3D_STENCIL_FUNC_FUNC 0x00000364 # define NV10_TCL_PRIMITIVE_3D_STENCIL_FUNC_REF 0x00000368 @@ -534,7 +534,7 @@ Object NV15_TCL_PRIMITIVE_3D used on: NV15 # define NV17_TCL_PRIMITIVE_3D_COLOR_MASK_ENABLE 0x000002bc # define NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_HORIZ(d) (0x000002c0 + d * 0x0004) /* Parameters: x2 x1 */ # define NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_VERT(d) (0x000002e0 + d * 0x0004) /* Parameters: y2 y1 */ -# define NV10_TCL_PRIMITIVE_3D_ALPHA_TEST_ENABLE 0x00000300 +# define NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_ENABLE 0x00000300 # define NV10_TCL_PRIMITIVE_3D_BLEND_ENABLE 0x00000304 # define NV10_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE 0x00000308 # define NV10_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE 0x0000030c @@ -545,11 +545,11 @@ Object NV15_TCL_PRIMITIVE_3D used on: NV15 # define NV10_TCL_PRIMITIVE_3D_LINE_SMOOTH_ENABLE 0x00000320 # define NV10_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE 0x00000324 # define NV10_TCL_PRIMITIVE_3D_VERTEX_WEIGHT_ENABLE 0x00000328 -# define NV10_TCL_PRIMITIVE_3D_STENCIL_TEST_ENABLE 0x0000032c +# define NV10_TCL_PRIMITIVE_3D_STENCIL_ENABLE 0x0000032c # define NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE 0x00000330 # define NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE 0x00000334 # define NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE 0x00000338 -# define NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC 0x0000033c +# define NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC 0x0000033c # define NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_REF 0x00000340 # define NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC 0x00000344 # define NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_DST 0x00000348 @@ -557,7 +557,7 @@ Object NV15_TCL_PRIMITIVE_3D used on: NV15 # define NV10_TCL_PRIMITIVE_3D_BLEND_EQUATION 0x00000350 # define NV10_TCL_PRIMITIVE_3D_DEPTH_FUNC 0x00000354 # define NV10_TCL_PRIMITIVE_3D_COLOR_MASK 0x00000358 /* Parameters: r g b */ -# define NV10_TCL_PRIMITIVE_3D_DEPTH_MASK 0x0000035c +# define NV10_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE 0x0000035c # define NV10_TCL_PRIMITIVE_3D_STENCIL_MASK 0x00000360 # define NV10_TCL_PRIMITIVE_3D_STENCIL_FUNC_FUNC 0x00000364 # define NV10_TCL_PRIMITIVE_3D_STENCIL_FUNC_REF 0x00000368 @@ -797,17 +797,17 @@ Object NV10_CONTEXT_SURFACES_2D used on: NV10 NV15 NV20 NV30 NV40 G70 # define NV10_CONTEXT_SURFACES_2D_OFFSET_DST 0x0000030c /****************************************** -Object NV04_SURFACE used on: NV04 NV10 NV15 +Object NV04_CONTEXT_SURFACES_2D used on: NV04 NV10 NV15 */ -#define NV04_SURFACE 0x00000042 -# define NV04_SURFACE_NOTIFY 0x00000104 -# define NV04_SURFACE_DMA_NOTIFY 0x00000180 -# define NV04_SURFACE_DMA_IMAGE_SOURCE 0x00000184 -# define NV04_SURFACE_DMA_IMAGE_DESTIN 0x00000188 -# define NV04_SURFACE_FORMAT 0x00000300 -# define NV04_SURFACE_PITCH 0x00000304 /* Parameters: source destin */ -# define NV04_SURFACE_OFFSET_SOURCE 0x00000308 -# define NV04_SURFACE_OFFSET_DESTIN 0x0000030c +#define NV04_CONTEXT_SURFACES_2D 0x00000042 +# define NV04_CONTEXT_SURFACES_2D_NOTIFY 0x00000104 +# define NV04_CONTEXT_SURFACES_2D_SET_DMA_NOTIFY 0x00000180 +# define NV04_CONTEXT_SURFACES_2D_SET_DMA_IMAGE_SRC 0x00000184 +# define NV04_CONTEXT_SURFACES_2D_SET_DMA_IMAGE_DST 0x00000188 +# define NV04_CONTEXT_SURFACES_2D_FORMAT 0x00000300 +# define NV04_CONTEXT_SURFACES_2D_PITCH 0x00000304 /* Parameters: src dst */ +# define NV04_CONTEXT_SURFACES_2D_OFFSET_SRC 0x00000308 +# define NV04_CONTEXT_SURFACES_2D_OFFSET_DST 0x0000030c /****************************************** Object NV04_IMAGE_PATTERN used on: NV04 NV10 NV15 NV20 NV30 NV40 G70 @@ -858,16 +858,18 @@ Object NV20_TCL_PRIMITIVE_3D used on: NV20 # define NV20_TCL_PRIMITIVE_3D_COLOR_MATERIAL_CONTROL 0x00000298 /* Parameters: back_specular back_ambient back_diffuse back_emission front_specular front_ambient front_diffuse front_emission */ # define NV20_TCL_PRIMITIVE_3D_FOG_MODE 0x0000029c # define NV20_TCL_PRIMITIVE_3D_FOG_COORD_DIST 0x000002a0 -# define NV20_TCL_PRIMITIVE_3D_ALPHA_TEST_ENABLE 0x00000300 -# define NV20_TCL_PRIMITIVE_3D_BLEND_ENABLE 0x00000304 +# define NV20_TCL_PRIMITIVE_3D_FOG_ENABLE 0x000002a4 +# define NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_ENABLE 0x00000300 +# define NV20_TCL_PRIMITIVE_3D_BLEND_FUNC_ENABLE 0x00000304 # define NV20_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE 0x00000308 # define NV20_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE 0x0000030c # define NV20_TCL_PRIMITIVE_3D_DITHER_ENABLE 0x00000310 # define NV20_TCL_PRIMITIVE_3D_LIGHTING_ENABLE 0x00000314 +# define NV20_TCL_PRIMITIVE_3D_POINT_SMOOTH_ENABLE 0x0000031c # define NV20_TCL_PRIMITIVE_3D_POINT_PARAMETERS_ENABLE 0x00000318 # define NV20_TCL_PRIMITIVE_3D_LINE_SMOOTH_ENABLE 0x00000320 # define NV20_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE 0x00000324 -# define NV20_TCL_PRIMITIVE_3D_STENCIL_TEST_ENABLE 0x0000032c +# define NV20_TCL_PRIMITIVE_3D_STENCIL_ENABLE 0x0000032c # define NV20_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE 0x00000330 # define NV20_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE 0x00000334 # define NV20_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE 0x00000338 @@ -879,7 +881,7 @@ Object NV20_TCL_PRIMITIVE_3D used on: NV20 # define NV20_TCL_PRIMITIVE_3D_BLEND_EQUATION 0x00000350 # define NV20_TCL_PRIMITIVE_3D_DEPTH_FUNC 0x00000354 # define NV20_TCL_PRIMITIVE_3D_COLOR_MASK 0x00000358 /* Parameters: a r g b */ -# define NV20_TCL_PRIMITIVE_3D_DEPTH_MASK 0x0000035c +# define NV20_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE 0x0000035c # define NV20_TCL_PRIMITIVE_3D_STENCIL_MASK 0x00000360 # define NV20_TCL_PRIMITIVE_3D_STENCIL_FUNC_FUNC 0x00000364 # define NV20_TCL_PRIMITIVE_3D_STENCIL_FUNC_REF 0x00000368 @@ -1081,11 +1083,12 @@ Object NV20_TCL_PRIMITIVE_3D used on: NV20 # define NV20_TCL_PRIMITIVE_3D_LIGHT_MODEL_BACK_SIDE_PRODUCT_AMBIENT_PLUS_EMISSION 0x000017a0 # define NV20_TCL_PRIMITIVE_3D_COLOR_MATERIAL_BACK 0x000017b0 # define NV20_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_ENABLE 0x000017bc -# define NV20_TCL_PRIMITIVE_3D_LOGIC_OP 0x000017c0 +# define NV20_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_OP 0x000017c0 # define NV20_TCL_PRIMITIVE_3D_LIGHT_MODEL_TWO_SIDE_ENABLE 0x000017c4 # define NV20_TCL_PRIMITIVE_3D_BEGIN_END 0x000017fc -# define NV20_TCL_PRIMITIVE_3D_CLEAR_COLOR 0x00001d90 -# define NV20_TCL_PRIMITIVE_3D_CLEAR_MASK 0x00001d94 /* Parameters: clear color a clear color b clear color g clear color r clear depth clear stencil */ +# define NV20_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH 0x00001d8c +# define NV20_TCL_PRIMITIVE_3D_CLEAR_VALUE_ARGB 0x00001d90 +# define NV20_TCL_PRIMITIVE_3D_CLEAR_WHICH_BUFFERS 0x00001d94 /* Parameters: clear color a clear color b clear color g clear color r clear depth clear stencil */ # define NV20_TCL_PRIMITIVE_3D_INDEX_DATA 0x00001800 /* Parameters: index1 index0 */ # define NV20_TCL_PRIMITIVE_3D_VB_VERTEX_BATCH 0x00001810 /* Parameters: count_vertices offset_vertices */ # define NV20_TCL_PRIMITIVE_3D_VERTEX_DATA 0x00001818 @@ -1330,8 +1333,8 @@ Object NV30_TCL_PRIMITIVE_3D used on: NV30 NV40 G70 # define NV30_TCL_PRIMITIVE_3D_TX_DEPTH_UNIT(d) (0x00001840 + d * 0x0004) /* Parameters: depth NPOT pitch */ # define NV30_TCL_PRIMITIVE_3D_VB_VERTEX_BATCH 0x00001814 /* Parameters: count_vertices offset_vertices */ # define NV30_TCL_PRIMITIVE_3D_VERTEX_DATA 0x00001818 -# define NV30_TCL_PRIMITIVE_3D_LOGIC_OP_ENABLE 0x00000374 -# define NV30_TCL_PRIMITIVE_3D_LOGIC_OP_OP 0x00000378 +# define NV30_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_ENABLE 0x00000374 +# define NV30_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_OP 0x00000378 # define NV30_TCL_PRIMITIVE_3D_SET_DISPLAY_LIST_MEM_OFFSET 0x0000181c # define NV30_TCL_PRIMITIVE_3D_EXECUTE_DISPLAY_LIST 0x00001824 /* Parameters: length start offset */ # define NV30_TCL_PRIMITIVE_3D_POLYGON_MODE_FRONT 0x00001828 diff --git a/src/mesa/drivers/dri/nouveau/nv10_state.c b/src/mesa/drivers/dri/nouveau/nv10_state.c index e752905841c..a8592acc84e 100644 --- a/src/mesa/drivers/dri/nouveau/nv10_state.c +++ b/src/mesa/drivers/dri/nouveau/nv10_state.c @@ -40,8 +40,8 @@ void nv10AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref) GLubyte ubRef; CLAMPED_FLOAT_TO_UBYTE(ubRef, ref); - BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC, 2); - OUT_RING(func); /* NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC */ + BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC, 2); + OUT_RING(func); /* NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC */ OUT_RING(ubRef); /* NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_REF */ } @@ -157,7 +157,7 @@ void nv10DepthFunc(GLcontext *ctx, GLenum func) void nv10DepthMask(GLcontext *ctx, GLboolean flag) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_MASK, 1); + BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE, 1); OUT_RING(flag); } @@ -180,7 +180,7 @@ void nv10Enable(GLcontext *ctx, GLenum cap, GLboolean state) switch(cap) { case GL_ALPHA_TEST: - BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ALPHA_TEST_ENABLE, 1); + BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_ENABLE, 1); OUT_RING(state); break; // case GL_AUTO_NORMAL: @@ -198,7 +198,7 @@ void nv10Enable(GLcontext *ctx, GLenum cap, GLboolean state) OUT_RING(state); break; case GL_COLOR_LOGIC_OP: - BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LOGIC_OP_ENABLE, 1); + BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_ENABLE, 1); OUT_RING(state); break; // case GL_COLOR_MATERIAL: @@ -250,7 +250,10 @@ void nv10Enable(GLcontext *ctx, GLenum cap, GLboolean state) else OUT_RING(0x0); break; -// case GL_LINE_SMOOTH: + case GL_LINE_SMOOTH: + BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LINE_SMOOTH_ENABLE, 1); + OUT_RING(state); + break; // case GL_LINE_STIPPLE: // case GL_MAP1_COLOR_4: // case GL_MAP1_INDEX: @@ -292,10 +295,6 @@ void nv10Enable(GLcontext *ctx, GLenum cap, GLboolean state) BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE, 1); OUT_RING(state); break; - case GL_LINE_SMOOTH: - BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LINE_SMOOTH_ENABLE, 1); - OUT_RING(state); - break; case GL_POINT_SMOOTH: BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POINT_SMOOTH_ENABLE, 1); OUT_RING(state); @@ -307,7 +306,7 @@ void nv10Enable(GLcontext *ctx, GLenum cap, GLboolean state) // case GL_SCISSOR_TEST: // case GL_SEPARABLE_2D: case GL_STENCIL_TEST: - BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_TEST_ENABLE, 1); + BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_ENABLE, 1); OUT_RING(state); break; // case GL_TEXTURE_GEN_Q: diff --git a/src/mesa/drivers/dri/nouveau/nv20_state.c b/src/mesa/drivers/dri/nouveau/nv20_state.c new file mode 100644 index 00000000000..88b8d6d2042 --- /dev/null +++ b/src/mesa/drivers/dri/nouveau/nv20_state.c @@ -0,0 +1,575 @@ +/************************************************************************** + +Copyright 2006 Nouveau +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 "tnl/t_pipeline.h" + +#include "mtypes.h" +#include "colormac.h" + +static void nv20AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref) +{ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + GLubyte ubRef; + CLAMPED_FLOAT_TO_UBYTE(ubRef, ref); + + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC, 2); + OUT_RING(func); /* NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC */ + OUT_RING(ubRef); /* NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_REF */ +} + +static void nv20BlendColor(GLcontext *ctx, const GLfloat color[4]) +{ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + GLubyte cf[4]; + + CLAMPED_FLOAT_TO_UBYTE(cf[0], color[0]); + CLAMPED_FLOAT_TO_UBYTE(cf[1], color[1]); + CLAMPED_FLOAT_TO_UBYTE(cf[2], color[2]); + CLAMPED_FLOAT_TO_UBYTE(cf[3], color[3]); + + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_BLEND_COLOR, 1); + OUT_RING(PACK_COLOR_8888(cf[3], cf[1], cf[2], cf[0])); +} + +static void nv20BlendEquationSeparate(GLcontext *ctx, GLenum modeRGB, GLenum modeA) +{ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_BLEND_EQUATION, 1); + OUT_RING((modeA<<16) | modeRGB); +} + + +static void nv20BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB, + GLenum sfactorA, GLenum dfactorA) +{ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC, 2); + OUT_RING((sfactorA<<16) | sfactorRGB); + OUT_RING((dfactorA<<16) | dfactorRGB); +} + +static void nv20ClearColor(GLcontext *ctx, const GLfloat color[4]) +{ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + GLubyte c[4]; + UNCLAMPED_FLOAT_TO_RGBA_CHAN(c,color); + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CLEAR_VALUE_ARGB, 1); + OUT_RING(PACK_COLOR_8888(c[3],c[0],c[1],c[2])); +} + +static void nv20ClearDepth(GLcontext *ctx, GLclampd d) +{ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + nmesa->clear_value=((nmesa->clear_value&0x000000FF)|(((uint32_t)(d*0xFFFFFF))<<8)); + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH, 1); + OUT_RING(nmesa->clear_value); +} + +/* we're don't support indexed buffers + void (*ClearIndex)(GLcontext *ctx, GLuint index) + */ + +static void nv20ClearStencil(GLcontext *ctx, GLint s) +{ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + nmesa->clear_value=((nmesa->clear_value&0xFFFFFF00)|(s&0x000000FF)); + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH, 1); + OUT_RING(nmesa->clear_value); +} + +static void nv20ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation) +{ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CLIP_PLANE_A(plane), 4); + OUT_RINGf(equation[0]); + OUT_RINGf(equation[1]); + OUT_RINGf(equation[2]); + OUT_RINGf(equation[3]); +} + +static void nv20ColorMask(GLcontext *ctx, GLboolean rmask, GLboolean gmask, + GLboolean bmask, GLboolean amask ) +{ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_COLOR_MASK, 1); + OUT_RING(((amask && 0x01) << 24) | ((rmask && 0x01) << 16) | ((gmask && 0x01)<< 8) | ((bmask && 0x01) << 0)); +} + +static void nv20ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode) +{ + // TODO I need love +} + +static void nv20CullFace(GLcontext *ctx, GLenum mode) +{ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CULL_FACE, 1); + OUT_RING(mode); +} + +static void nv20FrontFace(GLcontext *ctx, GLenum mode) +{ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_FRONT_FACE, 1); + OUT_RING(mode); +} + +static void nv20DepthFunc(GLcontext *ctx, GLenum func) +{ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DEPTH_FUNC, 1); + OUT_RING(func); +} + +static void nv20DepthMask(GLcontext *ctx, GLboolean flag) +{ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE, 1); + OUT_RING(flag); +} + +static void nv20DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval) +{ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DEPTH_RANGE_NEAR, 2); + OUT_RINGf(nearval); + OUT_RINGf(farval); +} + +/** 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 nv20Enable(GLcontext *ctx, GLenum cap, GLboolean state) +{ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + switch(cap) + { + case GL_ALPHA_TEST: + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_ENABLE, 1); + OUT_RING(state); + break; +// case GL_AUTO_NORMAL: + case GL_BLEND: + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_BLEND_FUNC_ENABLE, 1); + OUT_RING(state); + 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: + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CLIP_PLANE_ENABLE(cap-GL_CLIP_PLANE0), 1); + OUT_RING(state); + break; + case GL_COLOR_LOGIC_OP: + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_ENABLE, 1); + OUT_RING(state); + break; +// 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: + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE, 1); + OUT_RING(state); + break; + case GL_DEPTH_TEST: + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE, 1); + OUT_RING(state); + break; + case GL_DITHER: + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DITHER_ENABLE, 1); + OUT_RING(state); + break; + case GL_FOG: + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_FOG_ENABLE, 1); + OUT_RING(state); + 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: + { + uint32_t mask=0x11<<(2*(cap-GL_LIGHT0)); + nmesa->enabled_lights=((nmesa->enabled_lights&mask)|(mask*state)); + if (nmesa->lighting_enabled) + { + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1); + OUT_RING(nmesa->enabled_lights); + } + break; + } + case GL_LIGHTING: + nmesa->lighting_enabled=state; + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1); + if (nmesa->lighting_enabled) + OUT_RING(nmesa->enabled_lights); + else + OUT_RING(0x0); + break; + case GL_LINE_SMOOTH: + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LINE_SMOOTH_ENABLE, 1); + OUT_RING(state); + break; +// 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: + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_NORMALIZE_ENABLE, 1); + OUT_RING(state); + break; +// case GL_POINT_SMOOTH: + case GL_POLYGON_OFFSET_POINT: + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE, 1); + OUT_RING(state); + break; + case GL_POLYGON_OFFSET_LINE: + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE, 1); + OUT_RING(state); + break; + case GL_POLYGON_OFFSET_FILL: + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE, 1); + OUT_RING(state); + break; + case GL_POLYGON_SMOOTH: + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE, 1); + OUT_RING(state); + break; + case GL_POLYGON_STIPPLE: + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_STIPPLE_ENABLE, 1); + OUT_RING(state); + break; +// 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: + // TODO BACK and FRONT ? + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_STENCIL_ENABLE, 1); + OUT_RING(state); + break; +// 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 nv20Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params) +{ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + switch(pname) + { + case GL_FOG_MODE: + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_FOG_MODE, 1); + //OUT_RING (params); + break; + /* TODO: unsure about the rest.*/ + default: + break; + } + +} + +static void nv20Hint(GLcontext *ctx, GLenum target, GLenum mode) +{ + // TODO I need love (fog and line_smooth hints) +} + +// void (*IndexMask)(GLcontext *ctx, GLuint mask); + +static void nv20Lightfv(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_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_A(light), 3); + OUT_RINGf(params[0]); + OUT_RINGf(params[1]); + OUT_RINGf(params[2]); + break; + case GL_DIFFUSE: + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_A(light), 3); + OUT_RINGf(params[0]); + OUT_RINGf(params[1]); + OUT_RINGf(params[2]); + break; + case GL_SPECULAR: + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_A(light), 3); + OUT_RINGf(params[0]); + OUT_RINGf(params[1]); + OUT_RINGf(params[2]); + break; + case GL_SPOT_DIRECTION: + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(light), 3); + OUT_RINGf(params[0]); + OUT_RINGf(params[1]); + OUT_RINGf(params[2]); + break; + case GL_POSITION: + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(light), 3); + OUT_RINGf(params[0]); + OUT_RINGf(params[1]); + OUT_RINGf(params[2]); + break; + case GL_SPOT_EXPONENT: + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(light), 1); + OUT_RINGf(*params); + break; + case GL_SPOT_CUTOFF: + /* you can't factor these */ + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(light), 1); + OUT_RINGf(params[0]); + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(light), 1); + OUT_RINGf(params[1]); + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(light), 1); + OUT_RINGf(params[2]); + break; + case GL_CONSTANT_ATTENUATION: + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(light), 1); + OUT_RINGf(*params); + break; + case GL_LINEAR_ATTENUATION: + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(light), 1); + OUT_RINGf(*params); + break; + case GL_QUADRATIC_ATTENUATION: + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(light), 1); + OUT_RINGf(*params); + break; + default: + break; + } +} + +/** Set the lighting model parameters */ +static void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params); + + +static void nv20LineStipple(GLcontext *ctx, GLint factor, GLushort pattern ) +{ +/* nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LINE_STIPPLE_PATTERN, 1); + OUT_RING((pattern << 16) | factor);*/ +} + +static void nv20LineWidth(GLcontext *ctx, GLfloat width) +{ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LINE_WIDTH, 1); + OUT_RINGf(width); +} + +static void nv20LogicOpcode(GLcontext *ctx, GLenum opcode) +{ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_OP, 1); + OUT_RING(opcode); +} + +static void nv20PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *params) +{ + /*TODO: not sure what goes here. */ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + +} + +/** Specify the diameter of rasterized points */ +static void nv20PointSize(GLcontext *ctx, GLfloat size) +{ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POINT_SIZE, 1); + OUT_RINGf(size); +} + +/** Select a polygon rasterization mode */ +static void nv20PolygonMode(GLcontext *ctx, GLenum face, GLenum mode) +{ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + + if (face == GL_FRONT || face == GL_FRONT_AND_BACK) { + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_MODE_FRONT, 1); + OUT_RING(mode); + } + if (face == GL_BACK || face == GL_FRONT_AND_BACK) { + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_MODE_BACK, 1); + OUT_RING(mode); + } +} + +/** Set the scale and units used to calculate depth values */ +void (*PolygonOffset)(GLcontext *ctx, GLfloat factor, GLfloat units); +/** Set the polygon stippling pattern */ +void (*PolygonStipple)(GLcontext *ctx, const GLubyte *mask ); +/* 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 */ +void (*Scissor)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h); +/** Select flat or smooth shading */ +void (*ShadeModel)(GLcontext *ctx, GLenum mode); + +/** OpenGL 2.0 two-sided StencilFunc */ +static void nv20StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func, + GLint ref, GLuint mask) +{ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_STENCIL_FUNC_FUNC, 3); + OUT_RING(func); + OUT_RING(ref); + OUT_RING(mask); +} + +/** OpenGL 2.0 two-sided StencilMask */ +static void nv20StencilMaskSeparate(GLcontext *ctx, GLenum face, GLuint mask) +{ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_STENCIL_MASK, 1); + OUT_RING(mask); +} + +/** OpenGL 2.0 two-sided StencilOp */ +static void nv20StencilOpSeparate(GLcontext *ctx, GLenum face, GLenum fail, + GLenum zfail, GLenum zpass) +{ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_STENCIL_OP_FAIL, 1); + OUT_RING(fail); + OUT_RING(zfail); + OUT_RING(zpass); +} + +/** 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); +void (*TextureMatrix)(GLcontext *ctx, GLuint unit, const GLmatrix *mat); + +/** Set the viewport */ +static void nv20Viewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h) +{ + /* TODO: Where do the VIEWPORT_XFRM_* regs come in? */ + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ, 2); + OUT_RING((w << 16) | x); + OUT_RING((h << 16) | y); +} + +void nv20InitStateFuncs(struct dd_function_table *func) +{ + func->AlphaFunc = nv20AlphaFunc; + func->BlendColor = nv20BlendColor; + func->BlendEquationSeparate = nv20BlendEquationSeparate; + func->BlendFuncSeparate = nv20BlendFuncSeparate; + func->ClearColor = nv20ClearColor; + func->ClearDepth = nv20ClearDepth; + func->ClearStencil = nv20ClearStencil; + func->ClipPlane = nv20ClipPlane; + func->ColorMask = nv20ColorMask; + func->ColorMaterial = nv20ColorMaterial; + func->CullFace = nv20CullFace; + func->FrontFace = nv20FrontFace; + func->DepthFunc = nv20DepthFunc; + func->DepthMask = nv20DepthMask; + func->DepthRange = nv20DepthRange; + func->Enable = nv20Enable; + func->Fogfv = nv20Fogfv; + func->Hint = nv20Hint; + func->Lightfv = nv20Lightfv; +/* func->LightModelfv = nv20LightModelfv; */ + func->LineStipple = nv20LineStipple; + func->LineWidth = nv20LineWidth; + func->LogicOpcode = nv20LogicOpcode; + func->PointParameterfv = nv20PointParameterfv; + func->PointSize = nv20PointSize; + func->PolygonMode = nv20PolygonMode; +#if 0 + func->PolygonOffset = nv20PolygonOffset; + func->PolygonStipple = nv20PolygonStipple; + func->ReadBuffer = nv20ReadBuffer; + func->RenderMode = nv20RenderMode; + func->Scissor = nv20Scissor; + func->ShadeModel = nv20ShaderModel; +#endif + func->StencilFuncSeparate = nv20StencilFuncSeparate; + func->StencilMaskSeparate = nv20StencilMaskSeparate; + func->StencilOpSeparate = nv20StencilOpSeparate; +#if 0 + func->TexGen = nv20TexGen; + func->TexParameter = nv20TexParameter; + func->TextureMatrix = nv20TextureMatrix; +#endif + func->Viewport = nv20Viewport; +} + diff --git a/src/mesa/drivers/dri/nouveau/nv30_state.c b/src/mesa/drivers/dri/nouveau/nv30_state.c index 470f18d80a1..dffd97b4e51 100644 --- a/src/mesa/drivers/dri/nouveau/nv30_state.c +++ b/src/mesa/drivers/dri/nouveau/nv30_state.c @@ -193,7 +193,7 @@ static void nv30Enable(GLcontext *ctx, GLenum cap, GLboolean state) OUT_RING(state); break; case GL_COLOR_LOGIC_OP: - BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LOGIC_OP_ENABLE, 1); + BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_ENABLE, 1); OUT_RING(state); break; // case GL_COLOR_MATERIAL: @@ -421,7 +421,7 @@ static void nv30LineWidth(GLcontext *ctx, GLfloat width) static void nv30LogicOpcode(GLcontext *ctx, GLenum opcode) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LOGIC_OP_OP, 1); + BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_OP, 1); OUT_RING(opcode); } |