1 /**************************************************************************
6 Permission is hereby granted, free of charge, to any person obtaining a
7 copy of this software and associated documentation files (the "Software"),
8 to deal in the Software without restriction, including without limitation
9 on the rights to use, copy, modify, merge, publish, distribute, sub
10 license, and/or sell copies of the Software, and to permit persons to whom
11 the Software is furnished to do so, subject to the following conditions:
13 The above copyright notice and this permission notice (including the next
14 paragraph) shall be included in all copies or substantial portions of the
17 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
20 ERIC ANHOLT OR SILICON INTEGRATED SYSTEMS CORP BE LIABLE FOR ANY CLAIM,
21 DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
22 OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
23 USE OR OTHER DEALINGS IN THE SOFTWARE.
25 **************************************************************************/
27 #include "nouveau_context.h"
28 #include "nouveau_object.h"
29 #include "nouveau_fifo.h"
30 #include "nouveau_reg.h"
32 #include "tnl/t_pipeline.h"
37 static void nv10AlphaFunc(GLcontext
*ctx
, GLenum func
, GLfloat ref
)
39 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
41 CLAMPED_FLOAT_TO_UBYTE(ubRef
, ref
);
43 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC
, 2);
45 OUT_RING_CACHE(ubRef
);
48 static void nv10BlendColor(GLcontext
*ctx
, const GLfloat color
[4])
50 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
53 CLAMPED_FLOAT_TO_UBYTE(cf
[0], color
[0]);
54 CLAMPED_FLOAT_TO_UBYTE(cf
[1], color
[1]);
55 CLAMPED_FLOAT_TO_UBYTE(cf
[2], color
[2]);
56 CLAMPED_FLOAT_TO_UBYTE(cf
[3], color
[3]);
58 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_BLEND_COLOR
, 1);
59 OUT_RING_CACHE(PACK_COLOR_8888(cf
[3], cf
[1], cf
[2], cf
[0]));
62 static void nv10BlendEquationSeparate(GLcontext
*ctx
, GLenum modeRGB
, GLenum modeA
)
64 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
66 assert( modeRGB
== modeA
);
68 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_BLEND_EQUATION
, 1);
69 OUT_RING_CACHE(modeRGB
);
73 static void nv10BlendFuncSeparate(GLcontext
*ctx
, GLenum sfactorRGB
, GLenum dfactorRGB
,
74 GLenum sfactorA
, GLenum dfactorA
)
76 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
78 assert( sfactorRGB
== sfactorA
);
79 assert( dfactorRGB
== dfactorA
);
81 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC
, 2);
82 OUT_RING_CACHE(sfactorRGB
);
83 OUT_RING_CACHE(dfactorRGB
);
86 static void nv10Clear(GLcontext
*ctx
, GLbitfield mask
)
91 static void nv10ClearColor(GLcontext
*ctx
, const GLfloat color
[4])
93 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
95 UNCLAMPED_FLOAT_TO_RGBA_CHAN(c
,color
);
96 nmesa
->clear_color_value
= PACK_COLOR_8888(c
[3],c
[0],c
[1],c
[2]);
99 static void nv10ClearDepth(GLcontext
*ctx
, GLclampd d
)
101 /* FIXME: check if 16 or 24/32 bits depth buffer */
102 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
103 nmesa
->clear_value
=((nmesa
->clear_value
&0x000000FF)|(((uint32_t)(d
*0xFFFFFF))<<8));
106 static void nv10ClearStencil(GLcontext
*ctx
, GLint s
)
108 /* FIXME: not valid for 16 bits depth buffer (0 stencil bits) */
109 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
110 nmesa
->clear_value
=((nmesa
->clear_value
&0xFFFFFF00)|(s
&0x000000FF));
113 static void nv10ClipPlane(GLcontext
*ctx
, GLenum plane
, const GLfloat
*equation
)
115 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
116 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_CLIP_PLANE_A(plane
), 4);
117 OUT_RING_CACHEf(equation
[0]);
118 OUT_RING_CACHEf(equation
[1]);
119 OUT_RING_CACHEf(equation
[2]);
120 OUT_RING_CACHEf(equation
[3]);
123 static void nv10ColorMask(GLcontext
*ctx
, GLboolean rmask
, GLboolean gmask
,
124 GLboolean bmask
, GLboolean amask
)
126 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
127 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_COLOR_MASK
, 1);
128 OUT_RING_CACHE(((amask
&& 0x01) << 24) | ((rmask
&& 0x01) << 16) | ((gmask
&& 0x01)<< 8) | ((bmask
&& 0x01) << 0));
131 static void nv10ColorMaterial(GLcontext
*ctx
, GLenum face
, GLenum mode
)
133 /* TODO I need love */
136 static void nv10CullFace(GLcontext
*ctx
, GLenum mode
)
138 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
139 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_CULL_FACE
, 1);
140 OUT_RING_CACHE(mode
);
143 static void nv10FrontFace(GLcontext
*ctx
, GLenum mode
)
145 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
146 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_FRONT_FACE
, 1);
147 OUT_RING_CACHE(mode
);
150 static void nv10DepthFunc(GLcontext
*ctx
, GLenum func
)
152 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
153 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_DEPTH_FUNC
, 1);
154 OUT_RING_CACHE(func
);
157 static void nv10DepthMask(GLcontext
*ctx
, GLboolean flag
)
159 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
160 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE
, 1);
161 OUT_RING_CACHE(flag
);
164 static void nv10DepthRange(GLcontext
*ctx
, GLclampd nearval
, GLclampd farval
)
166 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
167 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_DEPTH_RANGE_NEAR
, 2);
168 OUT_RING_CACHEf(nearval
);
169 OUT_RING_CACHEf(farval
);
172 /** Specify the current buffer for writing */
173 //void (*DrawBuffer)( GLcontext *ctx, GLenum buffer );
174 /** Specify the buffers for writing for fragment programs*/
175 //void (*DrawBuffers)( GLcontext *ctx, GLsizei n, const GLenum *buffers );
177 static void nv10Enable(GLcontext
*ctx
, GLenum cap
, GLboolean state
)
179 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
183 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_ENABLE
, 1);
184 OUT_RING_CACHE(state
);
186 // case GL_AUTO_NORMAL:
188 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_ENABLE
, 1);
189 OUT_RING_CACHE(state
);
197 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_CLIP_PLANE_ENABLE(cap
-GL_CLIP_PLANE0
), 1);
198 OUT_RING_CACHE(state
);
200 case GL_COLOR_LOGIC_OP
:
201 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_ENABLE
, 1);
202 OUT_RING_CACHE(state
);
204 // case GL_COLOR_MATERIAL:
205 // case GL_COLOR_SUM_EXT:
206 // case GL_COLOR_TABLE:
207 // case GL_CONVOLUTION_1D:
208 // case GL_CONVOLUTION_2D:
210 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE
, 1);
211 OUT_RING_CACHE(state
);
214 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE
, 1);
215 OUT_RING_CACHE(state
);
218 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_DITHER_ENABLE
, 1);
219 OUT_RING_CACHE(state
);
222 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_FOG_ENABLE
, 1);
223 OUT_RING_CACHE(state
);
225 // case GL_HISTOGRAM:
226 // case GL_INDEX_LOGIC_OP:
236 uint32_t mask
=1<<(2*(cap
-GL_LIGHT0
));
237 nmesa
->enabled_lights
=((nmesa
->enabled_lights
&mask
)|(mask
*state
));
238 if (nmesa
->lighting_enabled
)
240 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_ENABLED_LIGHTS
, 1);
241 OUT_RING_CACHE(nmesa
->enabled_lights
);
246 nmesa
->lighting_enabled
=state
;
247 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_ENABLED_LIGHTS
, 1);
248 if (nmesa
->lighting_enabled
)
249 OUT_RING_CACHE(nmesa
->enabled_lights
);
254 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_LINE_SMOOTH_ENABLE
, 1);
255 OUT_RING_CACHE(state
);
257 // case GL_LINE_STIPPLE:
258 // case GL_MAP1_COLOR_4:
259 // case GL_MAP1_INDEX:
260 // case GL_MAP1_NORMAL:
261 // case GL_MAP1_TEXTURE_COORD_1:
262 // case GL_MAP1_TEXTURE_COORD_2:
263 // case GL_MAP1_TEXTURE_COORD_3:
264 // case GL_MAP1_TEXTURE_COORD_4:
265 // case GL_MAP1_VERTEX_3:
266 // case GL_MAP1_VERTEX_4:
267 // case GL_MAP2_COLOR_4:
268 // case GL_MAP2_INDEX:
269 // case GL_MAP2_NORMAL:
270 // case GL_MAP2_TEXTURE_COORD_1:
271 // case GL_MAP2_TEXTURE_COORD_2:
272 // case GL_MAP2_TEXTURE_COORD_3:
273 // case GL_MAP2_TEXTURE_COORD_4:
274 // case GL_MAP2_VERTEX_3:
275 // case GL_MAP2_VERTEX_4:
278 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_NORMALIZE_ENABLE
, 1);
279 OUT_RING_CACHE(state
);
281 // case GL_POINT_SMOOTH:
282 case GL_POLYGON_OFFSET_POINT
:
283 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE
, 1);
284 OUT_RING_CACHE(state
);
286 case GL_POLYGON_OFFSET_LINE
:
287 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE
, 1);
288 OUT_RING_CACHE(state
);
290 case GL_POLYGON_OFFSET_FILL
:
291 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE
, 1);
292 OUT_RING_CACHE(state
);
294 case GL_POLYGON_SMOOTH
:
295 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE
, 1);
296 OUT_RING_CACHE(state
);
298 // case GL_POLYGON_STIPPLE:
299 // case GL_POST_COLOR_MATRIX_COLOR_TABLE:
300 // case GL_POST_CONVOLUTION_COLOR_TABLE:
301 // case GL_RESCALE_NORMAL:
302 // case GL_SCISSOR_TEST:
303 // case GL_SEPARABLE_2D:
304 case GL_STENCIL_TEST
:
305 // TODO BACK and FRONT ?
306 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_STENCIL_ENABLE
, 1);
307 OUT_RING_CACHE(state
);
309 // case GL_TEXTURE_GEN_Q:
310 // case GL_TEXTURE_GEN_R:
311 // case GL_TEXTURE_GEN_S:
312 // case GL_TEXTURE_GEN_T:
313 // case GL_TEXTURE_1D:
314 // case GL_TEXTURE_2D:
315 // case GL_TEXTURE_3D:
319 static void nv10Fogfv(GLcontext
*ctx
, GLenum pname
, const GLfloat
*params
)
321 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
325 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_FOG_MODE
, 1);
326 //OUT_RING_CACHE (params);
328 /* TODO: unsure about the rest.*/
335 static void nv10Hint(GLcontext
*ctx
, GLenum target
, GLenum mode
)
337 /* TODO I need love (fog and line_smooth hints) */
340 // void (*IndexMask)(GLcontext *ctx, GLuint mask);
344 SPOTLIGHT_UPDATE_EXPONENT
,
345 SPOTLIGHT_UPDATE_DIRECTION
,
349 static void nv10Lightfv(GLcontext
*ctx
, GLenum light
, GLenum pname
, const GLfloat
*params
)
351 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
352 GLint p
= light
- GL_LIGHT0
;
353 struct gl_light
*l
= &ctx
->Light
.Light
[p
];
354 int spotlight_update
= SPOTLIGHT_NO_UPDATE
;
359 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_R(p
), 3);
360 OUT_RING_CACHEf(params
[0]);
361 OUT_RING_CACHEf(params
[1]);
362 OUT_RING_CACHEf(params
[2]);
365 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_R(p
), 3);
366 OUT_RING_CACHEf(params
[0]);
367 OUT_RING_CACHEf(params
[1]);
368 OUT_RING_CACHEf(params
[2]);
371 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_R(p
), 3);
372 OUT_RING_CACHEf(params
[0]);
373 OUT_RING_CACHEf(params
[1]);
374 OUT_RING_CACHEf(params
[2]);
377 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(p
), 3);
378 OUT_RING_CACHEf(params
[0]);
379 OUT_RING_CACHEf(params
[1]);
380 OUT_RING_CACHEf(params
[2]);
382 case GL_SPOT_DIRECTION
:
383 spotlight_update
= SPOTLIGHT_UPDATE_DIRECTION
;
385 case GL_SPOT_EXPONENT
:
386 spotlight_update
= SPOTLIGHT_UPDATE_EXPONENT
;
389 spotlight_update
= SPOTLIGHT_UPDATE_ALL
;
391 case GL_CONSTANT_ATTENUATION
:
392 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(p
), 1);
393 OUT_RING_CACHEf(*params
);
395 case GL_LINEAR_ATTENUATION
:
396 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(p
), 1);
397 OUT_RING_CACHEf(*params
);
399 case GL_QUADRATIC_ATTENUATION
:
400 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(p
), 1);
401 OUT_RING_CACHEf(*params
);
407 switch(spotlight_update
) {
408 case SPOTLIGHT_UPDATE_DIRECTION
:
411 GLfloat spot_light_coef_a
= 1.0 / (l
->_CosCutoff
- 1.0);
412 x
= spot_light_coef_a
* l
->_NormDirection
[0];
413 y
= spot_light_coef_a
* l
->_NormDirection
[1];
414 z
= spot_light_coef_a
* l
->_NormDirection
[2];
415 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(p
), 3);
421 case SPOTLIGHT_UPDATE_EXPONENT
:
424 cc
= 1.0; /* FIXME: These need to be correctly computed */
427 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p
), 3);
433 case SPOTLIGHT_UPDATE_ALL
:
435 GLfloat cc
,lc
,qc
, x
,y
,z
, c
;
436 GLfloat spot_light_coef_a
= 1.0 / (l
->_CosCutoff
- 1.0);
437 cc
= 1.0; /* FIXME: These need to be correctly computed */
440 x
= spot_light_coef_a
* l
->_NormDirection
[0];
441 y
= spot_light_coef_a
* l
->_NormDirection
[1];
442 z
= spot_light_coef_a
* l
->_NormDirection
[2];
443 c
= spot_light_coef_a
+ 1.0;
444 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p
), 7);
459 /** Set the lighting model parameters */
460 static void (*LightModelfv
)(GLcontext
*ctx
, GLenum pname
, const GLfloat
*params
);
463 static void nv10LineStipple(GLcontext
*ctx
, GLint factor
, GLushort pattern
)
468 static void nv10LineWidth(GLcontext
*ctx
, GLfloat width
)
470 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
471 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_LINE_WIDTH
, 1);
472 OUT_RING_CACHE(((int) (width
* 8.0)) & -4);
475 static void nv10LogicOpcode(GLcontext
*ctx
, GLenum opcode
)
477 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
478 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_OP
, 1);
479 OUT_RING_CACHE(opcode
);
482 static void nv10PointParameterfv(GLcontext
*ctx
, GLenum pname
, const GLfloat
*params
)
484 /*TODO: not sure what goes here. */
485 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
489 static void nv10PointSize(GLcontext
*ctx
, GLfloat size
)
491 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
492 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_POINT_SIZE
, 1);
493 OUT_RING_CACHE(((int) (size
* 8.0)) & -4);
496 static void nv10PolygonMode(GLcontext
*ctx
, GLenum face
, GLenum mode
)
498 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
500 if (face
== GL_FRONT
|| face
== GL_FRONT_AND_BACK
) {
501 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_POLYGON_MODE_FRONT
, 1);
502 OUT_RING_CACHE(mode
);
504 if (face
== GL_BACK
|| face
== GL_FRONT_AND_BACK
) {
505 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_POLYGON_MODE_BACK
, 1);
506 OUT_RING_CACHE(mode
);
510 /** Set the scale and units used to calculate depth values */
511 static void nv10PolygonOffset(GLcontext
*ctx
, GLfloat factor
, GLfloat units
)
513 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
514 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FACTOR
, 2);
515 OUT_RING_CACHEf(factor
);
516 OUT_RING_CACHEf(units
);
519 /** Set the polygon stippling pattern */
520 static void nv10PolygonStipple(GLcontext
*ctx
, const GLubyte
*mask
)
525 /* Specifies the current buffer for reading */
526 void (*ReadBuffer
)( GLcontext
*ctx
, GLenum buffer
);
527 /** Set rasterization mode */
528 void (*RenderMode
)(GLcontext
*ctx
, GLenum mode
);
530 /** Define the scissor box */
531 static void nv10Scissor(GLcontext
*ctx
, GLint x
, GLint y
, GLsizei w
, GLsizei h
)
535 /** Select flat or smooth shading */
536 static void nv10ShadeModel(GLcontext
*ctx
, GLenum mode
)
538 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
540 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_SHADE_MODEL
, 1);
541 OUT_RING_CACHE(mode
);
544 /** OpenGL 2.0 two-sided StencilFunc */
545 static void nv10StencilFuncSeparate(GLcontext
*ctx
, GLenum face
, GLenum func
,
546 GLint ref
, GLuint mask
)
548 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
550 /* NV10 do not have separate FRONT and BACK stencils */
551 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_STENCIL_FUNC_FUNC
, 3);
552 OUT_RING_CACHE(func
);
554 OUT_RING_CACHE(mask
);
557 /** OpenGL 2.0 two-sided StencilMask */
558 static void nv10StencilMaskSeparate(GLcontext
*ctx
, GLenum face
, GLuint mask
)
560 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
562 /* NV10 do not have separate FRONT and BACK stencils */
563 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_STENCIL_MASK
, 1);
564 OUT_RING_CACHE(mask
);
567 /** OpenGL 2.0 two-sided StencilOp */
568 static void nv10StencilOpSeparate(GLcontext
*ctx
, GLenum face
, GLenum fail
,
569 GLenum zfail
, GLenum zpass
)
571 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
573 /* NV10 do not have separate FRONT and BACK stencils */
574 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_STENCIL_OP_FAIL
, 3);
575 OUT_RING_CACHE(fail
);
576 OUT_RING_CACHE(zfail
);
577 OUT_RING_CACHE(zpass
);
580 /** Control the generation of texture coordinates */
581 void (*TexGen
)(GLcontext
*ctx
, GLenum coord
, GLenum pname
,
582 const GLfloat
*params
);
583 /** Set texture environment parameters */
584 void (*TexEnv
)(GLcontext
*ctx
, GLenum target
, GLenum pname
,
585 const GLfloat
*param
);
586 /** Set texture parameters */
587 void (*TexParameter
)(GLcontext
*ctx
, GLenum target
,
588 struct gl_texture_object
*texObj
,
589 GLenum pname
, const GLfloat
*params
);
591 static void nv10TextureMatrix(GLcontext
*ctx
, GLuint unit
, const GLmatrix
*mat
)
593 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
594 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_TX_MATRIX(unit
, 0), 16);
595 /*XXX: This SHOULD work.*/
596 OUT_RING_CACHEp(mat
->m
, 16);
599 /* Update anything that depends on the window position/size */
600 static void nv10WindowMoved(nouveauContextPtr nmesa
)
602 GLcontext
*ctx
= nmesa
->glCtx
;
603 GLfloat
*v
= nmesa
->viewport
.m
;
604 GLuint w
= ctx
->Viewport
.Width
;
605 GLuint h
= ctx
->Viewport
.Height
;
606 GLuint x
= ctx
->Viewport
.X
+ nmesa
->drawX
;
607 GLuint y
= ctx
->Viewport
.Y
+ nmesa
->drawY
;
610 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ
, 2);
611 OUT_RING_CACHE((w
<< 16) | x
);
612 OUT_RING_CACHE((h
<< 16) | y
);
614 /* something to do with clears, possibly doesn't belong here */
615 BEGIN_RING_CACHE(NvSub3D
,
616 NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_HORIZ(0), 2);
617 OUT_RING_CACHE(((w
+x
) << 16) | x
| 0x800);
618 OUT_RING_CACHE(((h
+y
) << 16) | y
| 0x800);
619 for (i
=1; i
<7; i
++) {
620 BEGIN_RING_CACHE(NvSub3D
,
621 NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_HORIZ(i
), 2);
626 /* viewport transform */
627 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_VIEWPORT_ORIGIN_X
, 4);
628 OUT_RING_CACHEf ((GLfloat
) x
);
629 OUT_RING_CACHEf ((GLfloat
) (y
+h
));
630 OUT_RING_CACHEf (0.0);
631 OUT_RING_CACHEf (0.0);
633 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_VIEWPORT_SCALE_X
, 4);
634 OUT_RING_CACHEf ((((GLfloat
) w
) * 0.5) - 2048.0);
635 OUT_RING_CACHEf ((((GLfloat
) h
) * 0.5) - 2048.0);
636 OUT_RING_CACHEf (16777215.0 * 0.5);
637 OUT_RING_CACHEf (0.0);
640 /* Initialise any card-specific non-GL related state */
641 static GLboolean
nv10InitCard(nouveauContextPtr nmesa
)
643 nouveauObjectOnSubchannel(nmesa
, NvSub3D
, Nv3D
);
645 BEGIN_RING_SIZE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_SET_DMA_IN_MEMORY0
, 2);
646 OUT_RING(NvDmaFB
); /* 184 dma_in_memory0 */
647 OUT_RING(NvDmaFB
); /* 188 dma_in_memory1 */
648 BEGIN_RING_SIZE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_SET_DMA_IN_MEMORY2
, 2);
649 OUT_RING(NvDmaFB
); /* 194 dma_in_memory2 */
650 OUT_RING(NvDmaFB
); /* 198 dma_in_memory3 */
652 BEGIN_RING_SIZE(NvSub3D
, 0x02b4, 1);
654 BEGIN_RING_SIZE(NvSub3D
, 0x0290, 1);
655 OUT_RING(0x00100001);
656 BEGIN_RING_SIZE(NvSub3D
, 0x03f4, 1);
662 /* Update buffer offset/pitch/format */
663 static GLboolean
nv10BindBuffers(nouveauContextPtr nmesa
, int num_color
,
664 nouveau_renderbuffer
**color
,
665 nouveau_renderbuffer
*depth
)
668 GLuint pitch
, format
;
670 w
= color
[0]->mesa
.Width
;
671 h
= color
[0]->mesa
.Height
;
678 BEGIN_RING_CACHE(NvSub3D
, NV10_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ
, 6);
679 OUT_RING_CACHE((w
<< 16) | x
);
680 OUT_RING_CACHE((h
<< 16) | y
);
681 pitch
= color
[0]->pitch
;
683 pitch
|= (depth
->pitch
<< 16);
686 if (color
[0]->mesa
._ActualFormat
!= GL_RGBA8
) {
687 /* FIXME: set 16 bits format */
691 OUT_RING(color
[0]->offset
);
692 OUT_RING(depth
? depth
->offset
: color
[0]->offset
);
697 void nv10InitStateFuncs(GLcontext
*ctx
, struct dd_function_table
*func
)
699 nouveauContextPtr nmesa
= NOUVEAU_CONTEXT(ctx
);
701 func
->AlphaFunc
= nv10AlphaFunc
;
702 func
->BlendColor
= nv10BlendColor
;
703 func
->BlendEquationSeparate
= nv10BlendEquationSeparate
;
704 func
->BlendFuncSeparate
= nv10BlendFuncSeparate
;
705 func
->Clear
= nv10Clear
;
706 func
->ClearColor
= nv10ClearColor
;
707 func
->ClearDepth
= nv10ClearDepth
;
708 func
->ClearStencil
= nv10ClearStencil
;
709 func
->ClipPlane
= nv10ClipPlane
;
710 func
->ColorMask
= nv10ColorMask
;
711 func
->ColorMaterial
= nv10ColorMaterial
;
712 func
->CullFace
= nv10CullFace
;
713 func
->FrontFace
= nv10FrontFace
;
714 func
->DepthFunc
= nv10DepthFunc
;
715 func
->DepthMask
= nv10DepthMask
;
716 func
->DepthRange
= nv10DepthRange
;
717 func
->Enable
= nv10Enable
;
718 func
->Fogfv
= nv10Fogfv
;
719 func
->Hint
= nv10Hint
;
720 func
->Lightfv
= nv10Lightfv
;
721 /* func->LightModelfv = nv10LightModelfv; */
722 func
->LineStipple
= nv10LineStipple
; /* Not for NV10 */
723 func
->LineWidth
= nv10LineWidth
;
724 func
->LogicOpcode
= nv10LogicOpcode
;
725 func
->PointParameterfv
= nv10PointParameterfv
;
726 func
->PointSize
= nv10PointSize
;
727 func
->PolygonMode
= nv10PolygonMode
;
728 func
->PolygonOffset
= nv10PolygonOffset
;
729 func
->PolygonStipple
= nv10PolygonStipple
; /* Not for NV10 */
730 /* func->ReadBuffer = nv10ReadBuffer;*/
731 /* func->RenderMode = nv10RenderMode;*/
732 func
->Scissor
= nv10Scissor
;
733 func
->ShadeModel
= nv10ShadeModel
;
734 func
->StencilFuncSeparate
= nv10StencilFuncSeparate
;
735 func
->StencilMaskSeparate
= nv10StencilMaskSeparate
;
736 func
->StencilOpSeparate
= nv10StencilOpSeparate
;
737 /* func->TexGen = nv10TexGen;*/
738 /* func->TexParameter = nv10TexParameter;*/
739 func
->TextureMatrix
= nv10TextureMatrix
;
741 nmesa
->hw_func
.InitCard
= nv10InitCard
;
742 nmesa
->hw_func
.BindBuffers
= nv10BindBuffers
;
743 nmesa
->hw_func
.WindowMoved
= nv10WindowMoved
;