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-rw-r--r--src/gallium/drivers/nv50/nv50_state.c30
1 files changed, 30 insertions, 0 deletions
diff --git a/src/gallium/drivers/nv50/nv50_state.c b/src/gallium/drivers/nv50/nv50_state.c
index 799f49619d2..8d75dd07c4d 100644
--- a/src/gallium/drivers/nv50/nv50_state.c
+++ b/src/gallium/drivers/nv50/nv50_state.c
@@ -34,6 +34,36 @@
#include "nouveau/nouveau_gldefs.h"
+/* Caveats:
+ * ! pipe_sampler_state.normalized_coords is ignored - rectangle textures will
+ * use non-normalized coordinates, everything else won't
+ * (The relevant bit is in the TIC entry and not the TSC entry.)
+ *
+ * ! pipe_sampler_state.seamless_cube_map is ignored - seamless filtering is
+ * always activated on NVA0 +
+ * (Give me the global bit, otherwise it's not worth the CPU work.)
+ *
+ * ! pipe_sampler_state.border_color is not swizzled according to the texture
+ * swizzle in pipe_sampler_view
+ * (This will be ugly with indirect independent texture/sampler access,
+ * we'd have to emulate the logic in the shader. GL doesn't have that,
+ * D3D doesn't have swizzle, if we knew what we were implementing we'd be
+ * good.)
+ *
+ * ! pipe_rasterizer_state.line_last_pixel is ignored - it is never drawn
+ *
+ * ! pipe_rasterizer_state.flatshade_first also applies to QUADS
+ * (There's a GL query for that, forcing an exception is just ridiculous.)
+ *
+ * ! pipe_rasterizer_state.gl_rasterization_rules is ignored - pixel centers
+ * are always at half integer coordinates and the top-left rule applies
+ * (There does not seem to be a hardware switch for this.)
+ *
+ * ! pipe_rasterizer_state.sprite_coord_enable is masked with 0xff on NVC0
+ * (The hardware only has 8 slots meant for TexCoord and we have to assign
+ * in advance to maintain elegant separate shader objects.)
+ */
+
static INLINE uint32_t
nv50_colormask(unsigned mask)
{