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-rw-r--r--src/mesa/drivers/dri/nouveau/nv10_state.c45
1 files changed, 28 insertions, 17 deletions
diff --git a/src/mesa/drivers/dri/nouveau/nv10_state.c b/src/mesa/drivers/dri/nouveau/nv10_state.c
index 17336a7b2aa..a9cce932d85 100644
--- a/src/mesa/drivers/dri/nouveau/nv10_state.c
+++ b/src/mesa/drivers/dri/nouveau/nv10_state.c
@@ -41,18 +41,10 @@ static void nv10AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref)
CLAMPED_FLOAT_TO_UBYTE(ubRef, ref);
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC, 2);
- OUT_RING_CACHE(func); /* NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC */
- OUT_RING_CACHE(ubRef); /* NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_REF */
+ OUT_RING_CACHE(func);
+ OUT_RING_CACHE(ubRef);
}
-/*
- Supported blend extensions on NV10
- EXT_blend_color
- EXT_blend_minmax
- EXT_blend_subtract
- NV_blend_square
-*/
-
static void nv10BlendColor(GLcontext *ctx, const GLfloat color[4])
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
@@ -88,7 +80,7 @@ static void nv10BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfac
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC, 2);
OUT_RING_CACHE(sfactorRGB);
- OUT_RING_CACHE(dfactorRGB); /* NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_DST */
+ OUT_RING_CACHE(dfactorRGB);
}
static void nv10Clear(GLcontext *ctx, GLbitfield mask)
@@ -549,21 +541,40 @@ static void nv10ShadeModel(GLcontext *ctx, GLenum mode)
OUT_RING_CACHE(mode);
}
+/** OpenGL 2.0 two-sided StencilFunc */
static void nv10StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func,
GLint ref, GLuint mask)
{
- /* Not for NV10 */
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ /* NV10 do not have separate FRONT and BACK stencils */
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_FUNC_FUNC, 3);
+ OUT_RING_CACHE(func);
+ OUT_RING_CACHE(ref);
+ OUT_RING_CACHE(mask);
}
+/** OpenGL 2.0 two-sided StencilMask */
static void nv10StencilMaskSeparate(GLcontext *ctx, GLenum face, GLuint mask)
{
- /* Not for NV10 */
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ /* NV10 do not have separate FRONT and BACK stencils */
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_MASK, 1);
+ OUT_RING_CACHE(mask);
}
+/** OpenGL 2.0 two-sided StencilOp */
static void nv10StencilOpSeparate(GLcontext *ctx, GLenum face, GLenum fail,
GLenum zfail, GLenum zpass)
{
- /* Not for NV10 */
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ /* NV10 do not have separate FRONT and BACK stencils */
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_OP_FAIL, 3);
+ OUT_RING_CACHE(fail);
+ OUT_RING_CACHE(zfail);
+ OUT_RING_CACHE(zpass);
}
/** Control the generation of texture coordinates */
@@ -641,9 +652,9 @@ void nv10InitStateFuncs(GLcontext *ctx, struct dd_function_table *func)
/* func->RenderMode = nv10RenderMode;*/
func->Scissor = nv10Scissor;
func->ShadeModel = nv10ShadeModel;
- func->StencilFuncSeparate = nv10StencilFuncSeparate; /* Not for NV10 */
- func->StencilMaskSeparate = nv10StencilMaskSeparate; /* Not for NV10 */
- func->StencilOpSeparate = nv10StencilOpSeparate; /* Not for NV10 */
+ func->StencilFuncSeparate = nv10StencilFuncSeparate;
+ func->StencilMaskSeparate = nv10StencilMaskSeparate;
+ func->StencilOpSeparate = nv10StencilOpSeparate;
/* func->TexGen = nv10TexGen;*/
/* func->TexParameter = nv10TexParameter;*/
func->TextureMatrix = nv10TextureMatrix;